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KSP2 Release Notes
Everything posted by Speeding Mullet
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Impossible to save and impossible to launch new rockets
Speeding Mullet replied to Marta's topic in v0.1.0
I just experienced this bug. Workaround was loading an earlier save. Just adding my details here: KSP Version - 0.1.0.0.20892 Operating System and version - Windows 11 CPU and GPU models - Intel core i5 12600KF / NVIDIA GeFroce RTX 3080 Description of the bug. Expected Behavior - Able to launch craft from VAB Observed Behavior - Unable to launch craft from VAB Steps to Replicate - unknown Fixes / Workarounds (if known..) Reload earlier save. A list of ALL mods - None Other Notes: SM -
I overcame some technical challenges this afternoon and once I'd designed around a few of the known bugs I had a probe on course for Duna for the first time in my 12 hours of playtime in KSP2. It was always one of my favourite haunts in KSP1, so I wanted to make it the first place I visited, even over the local moons. Using a mixture of muscle memory and design simplification I was soon on an atmosphere grazing flyby trajectory of Duna, the probe gathering gigabytes of data of Ike and Duna for later transmission to Kerbin. This brings me to my point. I'd read a few things about good audio etc. but I don't think I was ready for, without hyperbole, what is one of the more emotional experiences I've ever had in KSP. The audio and visual combination of an atmosphere skimming flyby of Duna was nothing short of breath-taking, and I'm not afraid to admit I shed a tear (A few actually). Absolutely massive congratulations to the sound and visual designers for KSP2! This simple mission was a powerful audio-visual indication of the promise this game holds. Well done team! SM
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Duna Mastery Challenge - from Fly-bys to Settlements
Speeding Mullet replied to OJT's topic in Challenges & Mission Ideas
Destination Duna (version 0.1.0.0) Very well thought out challenge @OJT! I've just completed the first mission. Having to negotiate and design around known bugs was interesting but I didn't let myself get frustrated, and without too much hyperbole I've just had one of the more emotional experiences I've ever had in KSP. The audio and visual combination of an atmosphere skimming flyby of Duna was nothing short of breath-taking and I shed a tear. Absolutely massive congratulations to the sound and visual designers for KSP2! Here's the mission report, and here's a few of the better shots from the mission in a spoiler: Thanks for putting a challenge together that gave me the motivation to push through some of the more egregious bugs. I'll be returning for the second mission, and hopefully the rest! SM- 90 replies
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- totm apr 2023
- challenge
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(and 2 more)
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KSP Version - 0.1.0.0.20892 Operating System and version - Windows 11 CPU and GPU models - Intel core i5 12600KF / NVIDIA GeFroce RTX 3080 Description of the bug. Expected Behavior - Ship progresses past 70km without issue. Observed Behavior - Ship spontaneously destroyed at 69,998m Steps to Replicate - SSTO with rapier and whiplash engines Fixes / Workarounds (if known..) unknown A list of ALL mods - None Other Notes: See image in spoiler. Very similar to the above bug report so avoiding creating a new thread.
- 4 replies
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- kerbin
- destruction
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(and 2 more)
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Blanket statements such as "everything hinges on the first update" tend to reduce nuance from the conversation, and only really serve to polarise opinion when the discussion is more subtle which the body of your post speaks to. I certainly share hope for the future, but I believe if you want to hang a G-11 Hinge on anything being critical it is the first year as per @Periple's comment, not the first update. Effective communication is also critical during this time. I would assume that if you polled the entire KSP community you would find scarce few people that genuinely don't want KSP2 to succeed. As it picks up stability, performance, and features no doubt more of the community will migrate over along with modders and a new player base. Maybe this means it doesn't quite hit the lofty highs of player numbers it would otherwise have done, but it was never going to be cs:go. I doubt T2 thought this either, and therefore some of the motivation to push it out the door may come down to understanding of this, and that the incredibly passionate player base has been the best testing platform for KSP1, as it will be for KSP2. Pricing and a some of the most glaring bugs aside, I support dropping it off for its "first day at school" and to a certain extent, letting the community bear some of the load. I'd say this regardless of the size of the publishing studio, although I understand this is a contentious point. I would describe my current KSP2 experience as pockets of fun with bags of potential over the original. I would like to think that the patience, time and care required to put together complex and exciting missions in KSP is extended to the development team, and that it doesn't become a victim of now or never-ism, by the community or publisher. SM
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KSP Version - 0.1.0.0.20892 Operating System and version - Windows 11 CPU and GPU models - Intel core i5 12600KF / NVIDIA GeFroce RTX 3080 Description of the bug. Expected Behavior - Ship progresses to orbit Observed Behavior - Ship experiences loss of control and structural failure at approximately 21km Steps to Replicate - Create ship with ST Micro-4, Communotrons, solar panels etc, launch and fly past 21km Fixes / Workarounds (if known..) Remove impacted parts A list of ALL mods - None Other Notes: I'm also experiencing this bug consistently. Happens at the quoted altitude and renders the craft inoperable and spinning uncontrollably. I've attached a couple of images of the flight report showing which parts are experiencing structural failure. Hopefully it helps: Edit - I just removed the fairing from the above craft and re-launched. The same thing happened at the same altitude (which I now belive to be between 21,000m and 21.117m), but without the structural failures. Image: SM
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Minimum Delta-V to LKO
Speeding Mullet replied to PakledHostage's topic in Challenges & Mission Ideas
642 remaining. First try and I wasn't being terribly efficient so I think it can be beaten pretty convincingly. Technique was to launch full throttle, then start gravity turn, throttling down to about 66%, before throttling up to 100% at about 20 degrees. Cut off engines about 71km, then circularise at full throttle SAS to prograde. KSP 0.1.0.0.20892. Had fun, thanks! SM -
KSP Version - 0.1.0.0.20892 Translation error location (VAB menu, Tracking Station, Engineer's Report, etc) - Name Site (Flag planting screen) English Error - Letters in site name field will only capitalise on alternate letters, tested using both shift and caps lock. Not exclusive to "A" Your Language Correction - "ExAmPlE" should be "EXAMPLE" Notes / Screenshots SM
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The classic: Land on the VAB and plant a flag
Speeding Mullet replied to Klapaucius's topic in Challenges & Mission Ideas
My very first KSP2 challenge entry! I found the throttle control on the J-20 whittle engine to be very challenging indeed. Its desperately slow to respond to throttle inputs which makes fine control hard due to the lag. I'd like to see that adjusted in balancing, but I haven't really looked into whether that's realistic or not. I managed to get out of the seat without issue unlike others, but I did have an issue with the landing legs sinking into the ground. I remember this one from KSP1. Also, for some reason on EVA standing on the VAB roof I was in orbit at 175 m/s according to the HUD I tried to continue the flight to the satellite dish but ran out of fuel, pinged off an invisible collision box and exploded Good times SM -
Glad to see you, and thanks! SM
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I've been on the forum since 2013 but haven't played or posted since 2020. Life took a left hand turn a few years ago being diagnosed with multiple sclerosis and it took the joy out of things for a while. I'm an ex shuttle challenger director and periodically burned KSP to the ground trying to do grand missions with lots of mods. Returning for KSP2 and preparing to exercise a lot of patience See you around the traps everyone! SM
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Hi there! I haven't played KSP in well over a year. My last mission will certainly be familiar to @Death Engineering (Hi, good to see you!), but given I used to be quite the shuttle designer this challenge thread really peaked my interest, and drove me to press "Play KSP" once again after a long, long break. Here's my mission report thread with Lunex 1 and 2 completed: And a little teaser photo: I'll certainly be back, but don't be surprised if its in a few years time SM
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THE MULLETEX MISSIONS A MISSION REPORT THREAD FOR THE LUNEX CHALLENGE THREAD I haven't played KSP since August 2019. My last mission was an Elcano of Duna, along with a Von Braun of Duna and fly by return to Kerbin via Eve. Given I hadn't booted up KSP in anger in well over a year (and its been a rough year or two) I trawled the forums and happened across the Lunex Challenge thread. Its something very familiar to me as a one time (Self considered) Shuttle connoisseur and I thought it'd give me a nice easy route back into playing the game again that wouldn't put me off, and hopefully brings me back to this great community a little. I probably like a lot of people need a little more support than normal, and this is one small way I can do that, by being a part of something I've previously enjoyed immensely. Without further ado, here's the first mission. Lunex Mission 1 and 2 can be flown as one mission, so I took the opportunity to knock both out at the same time. As usual the link to the full mission report (written up) is in the title, and I've pulled a few select pictures out so as not to clog up the page with too many images. Mission Log 1 - Lunex Missions 1 and 2: Full Mission Report Image captured by way-to-close-bodyne The nearly 700t beast lumbers into the air. Originally designed without fairings but too unstable to fly, the Mulletex is...interestingly shaped. None the less, fly it does. Probodobodyne drone-bodobodyne launch photography is dangerous, but exquisite. The rocket uses 3 stages to get to orbit. Firstly the solid boosters stage, followed by the core. At this stage the rocket is fully expendable apart from the Mulletex glider. That could change in later missions though. Finally the 3rd stage all but completes circularisation before being de-orbited. The 4th, kicker stage ignites briefly to complete the launch. Image courtesy of Mullet-Dyne Very standard operations set up the Mulletex for its trip to the Mun. On its way "up" we get a chance to see the revamped textures for the first time from any altitude. Image captured by Snapfan Kerman. Copyright Mullet Dyne 2020 all rights reserved. Yes that's right, I'm still in orbit since the last mission. Still here. Rescue me.....PLEASE! Once in the vicinity of the Mun, the kicker stage which did the grunt work getting the Mulletex to Mun is nearly expended. Its last act is to achieve capture before it is staged away to forever orbit the Mun. Future missions might well add enough fuel to make sure the stage can either crash into the surface, or kick itself out to a solar orbit. On the surface the Mulletex system is capable, and cutting edge. Auto levelling landing legs (lie) ensure the ship always remains completely vertical and stable. The rover lowers from the cargo bay on a telescopic piston, and apart from a small accident with the brakes on the rover not being set resulting in a chase, everything goes perfectly. Valentina visits two different science locations on the rim of the crater, and the base of the crater. Science is done, people are happy. Image captured by the latest camera offering from C7 Aerospace Image reproduced with kind permission of....wait, we don't need permission. Here's a photo. Look at it! Once the ground operations are complete its time for Valentina to return home. First the rover is stored back up inside the base for future use if anyone visits again. The base is capable of delivering long term power to the rover, as well as protecting it from damage by the harsh Mmunar environment. Then the Mulletex uses its RE-L10 Poodle engine to lift off and return home. Aerocapture is achieved, followed by 2 further aerobraking passes before EDL is performed. Once the final EDL is started, the Mulletex cannot re-ignite its Poodle engine, so it must complete a highly accurate de-orbit if it is to hit the runway at KSC. Luckily, everything goes well apart from a hair raising moment with a large explosion caused by one of the RCS ports letting go on impact with the runway. Dinkelstein Kerman likes low riders too much.... Over-all a highly successful return to KSP after more than a year out! What a joy to be playing this game again, and hopefully its not a year until I fly my next mission this time. Mulletex performed well, but as I get my eye back into the engineering side of things, there are already areas that I can see need some improvement. Ride height for one . Welcome back me !!! SM
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Necro No problems at all and a pleasure. Its up there with the best time I've ever had in KSP. I was dealing with a diagnoses of MS while I was doing this challenge last year, and it certainly helped me with relaxing, and focusing on something other than what was going on in my life, so thanks very much for the great challenge. Also - Take as many screenshots as you like for the challenge thread. It would be an honor SM
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Great to see this challenge in its 6th iteration! Sorry I've been totally absent from the forums apart from a little foray in August 2019 to Von Braun and Elcano Duna, so essentially haven't been around since July 2018. I was diagnosed with MS last year and it took a lot of processing on top of a very busy career so I've missed out on a lot of looking, watching, and building and enjoying KSP in general. Keep building those shuttles, and stay safe everyone! I'm still around, and will eventually do another large mission SM
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Jeez you really are doing the DOMA here! Getting out and pushing is a Kerbal right of passage in my opinion. I once returned a capsule from Moho in a similar fashion. Good initiative! SM
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Go on, you know you want to Elcano. I've been on holiday and totally removed from the internet, which has been a joy. A joy also to come back to another update! Tasmania for anyone interested is a very nice place to get around. Didn't manage an Elcano though, just a little jaunt up the East Coast. I'm still torn between starting and waiting with a mission report. Waiting for KSP 2 is tempting, but reading this is great fun so keep us updated with all the latest from calamity central!! SM
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Build a KSP2 Hype Train!
Speeding Mullet replied to sturmhauke's topic in KSP1 Challenges & Mission ideas
Of course you can SM - Congratulations on TOTM!! -
Really nice clean rocketry and mission reporting going on here. Pity about the ARA 2 disaster, but by the looks of your balance sheet you will bounce back! I haven't read your previous playthough, but by the sounds of it, this will turn out to be an exciting report thread. Looking forward to reading more as I begin to plan my own career report SM
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Well, this thread is nearly a year old, but OP still hangs out, and this is a Heritage Challenge, so the massive necro-post is entirely justified This mission has always been unfinished business for me. I originally signaled intent in October 2014 and started my first foray into one of Death's challenges,which are regarded as detailed, well thought out, and challenging. Fast forward to April 2015 and I'd melted my copy of KSP under the weight of mods and irretrievably broken my game, and my will to play KSP for some time afterwards. Here is my failed Dunaprojekt. Fast forward again...nearly 4.5 years. I present my unfinished business - A collaboration of Goliath National Products, C7 Aerospace, Maxo Construction Toys, Probodobodyne, Steadlier Engineering Corps, and of course Dinkelstein Kerman's Construction Emporium. I even through in an Elcano of Duna for good measure VON BRAUNCANO - A DAS DUNAPROJEKT MISSION REPORT FULL MISSION REPORT As you go through the mission report you will see Mission Logs numbers with links to the full mission detail, and below each link to the imgur album with full details you will see a mission summary by way of some explanation and a couple of pertinent pictures. MISSION STATISTICS Mission Statistics: Version - Stock 1.7.0 Wet weight - 198.585t Dry weight - 124.575t Total mission cost - 293,809 snacks Propellant mass fraction - 0.3726867588 Mass per crew - 33.0975 Science points - This is not a science mission Crew Manifest: Gusbert Kerman - Scientist Hans Kerman - Scientist Kagas Kerman - Pilot Ragas Kerman - Pilot Endous Kerman - Engineer Dudgar Kerman - Engineer Cannot recommend this challenge enough for those looking to do something interesting and meaningful in KSP SM
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Hmm food for thought! Still, makes me realise I haven't even really explored Kerbin that much either. I don't think I've ever actually visited the poles or Keverest for example! I don't think so no - the challenge isn't 100% clear, however I read this line as rule that I had to capture the capsule directly from interplanetary. EEM with room for 6 to land on Kerbin from interplanetary transfer Honestly I thought the whole mission was lost at this stage. first off the capsule would just explode on contact with the upper atmosphere. then I figured out that at 6km/s the fairing was just instantly overheating, so I tried again with the fairing ejected. It still exploded. then I figured out that changing the angle of re-entry just off of a straight up retrograde actually helped the capsule to survive longer. From there it was a matter of finding the angle that the capsule needed to make it. Definitely a sweaty moment though! This reminds me - I need to post up the mission report to the challenge thread SM
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Stock props right? Presuming at this point you have the 2 DLC's. I do not but interested in a yes or no on whether they are worth it from your perspective... that's fair enough. I think they will need to figure out a way of the colonies being self sustaining (automated life support) so you don't have to check in on them and they will survive just fine doing their own thing, but then when you want to send a mission there (or get asked to through a contract), its more than just oh look there is that dead base I put there 6 in game years ago, and the same Kerbal is still standing outside the base by the flag. they need to breathe life into it, just not life support (for those that don't want it). I think they can totally avoid it being pointless if they make Kerbals do things by themselves in a way that it is interesting to look at, and not just simulated in the back end and never shown in actual movement. So for example Kerbals have to mine stuff lets say. Ok, so we can give them the tools to be completely self sufficient by setting up a mining operation for them, and when you visit the base they are sending trucks backwards and forward. What about ships? How funny would it be to check in on a colony and see the colony building their very own supply rockets, or late game their very own Jool 5 mission or Eve rocks ship. Then if you want to slide in to that for a while you can, through contracts for example to rescue the failed mission to Jool. If you don't want to bother for a while, then everything just happens in the background and you don't have to engage with it. Its not an ideal compromise (or even possible?!), but its one thing that's been travelling around my head as a bit of an RP'er. Totally agree though that I don't want to be saddling every rocket with a bunch of snacks just to fulfill a requirement though, but if I didn't have to, I'd be more likely to do so for RPing. I want my cake and I want to eat it Well I've visited everywhere in the system, but apart from some messing around with bases on Duna, and an Elcano of Duna and Minmus and some other minor excursions, I have literally only visited each location in what I would deem "point tourism": Land, plant flag, take off, go home. Even so I'm tired of "exploring" because there's nothing to do when I get there. I need to check my excitement obviously, but going back to Duna and exploring extinct lava tubes, or sending a submersible mission to a methane see around a Titan analogue, setting up a floating colony high in Jools Atmosphere would all be brilliant things to do, if once I got there there was a point to doing so, something more interesting than a whole planet made in 1 texture etc. There almost is in KSP 1 if you use enormous amounts of imagination and take liberties with story lines, but in KSP 2 I think (especially if the Mod community is allowed in at the top) it will be better represented to us as story tellers of our KSP achievements. That's awesome, thanks for the tips. I have always wanted to start a "playthrough" style mission report to try and break out from KSP's designed single mission game, but for the aforementioned reasons never really got to grips with it. I may well try now. I think I'll have to figure out a way of reporting less though. the Von Brauncano I've just done was highly detailed, and a story playthrough wouldn't ever go anywhere if I was doing it in the same style. Also not sure if I can commit to characters and personalities in the same way that you and others have on here so I might have to be a little more matter of fact in my style. SM