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Everything posted by Maxxim
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NEW VIDEO - you dont want to miss The best video I ever made about going to planet Dres.. I only made 1 video about going to planet Dres, but it IS the best. https://www.youtube.com/watch?v=9abhSdOSbp4
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June 13th, 2013.. Eight years ago I began playing KSP. (real time!) (screenshots in spoiler below) A couple years ago I landed on Duna with a small experimental mining lander.. Later I developed two massive mining landers, one for the Mun and one for Minmus with orbiting stations holding large amounts of fuel. As well, I have deployed several Kerbol orbits with relay satellites. Tonight, I will land an unmanned mission on the mysterious and cloud covered planet Eve for the first time - career mode.. I have prepared a ship with 4 units total: 1. Probodobodyne Okto2 controlled lander, Heat shielding and cooling systems, unlimited power from PB-NUK generators.. full stack of science from a completed tech tree. 2. Two separate & completely automated relay satellites for overall planetary signal coverage to operate everything unmanned. 3. A survey satellite to locate resources and solid ground to land on. The plan is to arrive into polar orbit and place the survey satellite followed by changing to equatorial orbits and obtain nearly perfect circularized orbits for the relay satellites to maintain signal. Finally to land and perform science, even though at this point all science will do is generate Kredits. An experienced player might observe the method I used to stack everything tightly in this image. I used multiple AE-FF1 airstream protective shells, and enabled truss structures in order to have node points above each satellite which normally dont have connecting nodes. There are stack separators provided and stage enabled. Previous launches of this ship were fully tested in Kerbin orbit to ensure when the final trip is made, that all units separate properly and function. Finally all the preparation of the mining units allows this ship to reach minmus, and refuel for the last time before heading to Eve fully loaded, but only using a relatively small main thruster stage. The two bright pointy objects (near the rearmost point of main fuel tanks) are independently fully automated advanced grabbing units that were designed to be dropped off at minmus station on the way out.. just a small delivery that was needed to allow future visiting ships to connect and transfer fuel efficiently, further enhancing my abilities at the minmus launch point. If all goes well, I will eventually send manned space stations with maintenance crew, pilots and scientists to achieve higher rank / levels for each kerbal.
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Are you able to provide the link to a working solution (assuming you referred to my post)?
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- sound replacement
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Somebody invented this thing called a search bar.. where you talk to some guy named google... Tutorial:Create custom flags! Tutorial:Create custom flags! - Kerbal Space Program Wiki
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Having issues with bugtracker for KSP1? I log in with chrome, and I cant find a button to start a bug report. Also, the regular forums wont load with chrome for me at the moment.. The bug I wanted to report is the Thermal Control System Large - is currently hooked to this mining unit on Minmus.. and I cannot hover mouse / highlight the part green.. other parts work and highlight green... but I can use the right-click to open its menu and see it is cooling..
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The list of mods I have all work fine, and the RCS adds impressive sounds. The problem is the RCS makes my subwoofer & desktop speakers wake the neighbors but all the other mods are "MOD-ulated" to have reasonable and similar volumes and RCS breaks the immersion when it explodes out of my house into the neighborhood. Too much boom boom for what is expected to be gases released from a valve.. I cant find any tutorial how to find config. But if I find it, then I need the rest of the tutorial to help me get to the finish line as well.. Dont assume any terminology is familiar to the beginner.. define every technical term before saying " go do such n such". I am using CKAN since this past year, still a beginner in that too
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- sound replacement
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Just when you thought it was safe to dive again...
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KSP Job Career Fair - see if you qualify here:
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I would like to see someone make a list / graph / chart or something that helps with knowing how many kerbals are needed to "assist" moving parts in space.. I had 3 engineers and couldnt move a RA-15 (0.3ton) relay antenna. (I have been using the some assembly required methods for smaller parts though.) I had the antenna mounted at the nose of the rocket since launch, but later tried to move it to the side of a station. Is anyone disappointed that clicking on the antenna in space gives no update as far as weight/mass info to help decide what to do? No info on how many Kerbals needed? In the VAB it will say "this part can be put into containers etc etc.." for smaller parts, which is the only indication for those other parts and there is no indication of total assistants needed for any of the parts. While I am critiquing, why not have a rope and carabiner so Kerbals can stay floating near a craft while doing EVA assembly.. but having a little more flexibility (but not randomly cause them to fly away with a slight bump) to move about instead of hanging onto a ladder? What really sucks is when I am carrying a 1x6 solar panel from one ship to attach it to another ship, and the "act" of placing the solar panel onto the 2nd ship "PUSHES" the entire ship to a speed of .5mps... right after realizing I cannot move a simple relay antenna.
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Multiple reports of fuel lines and struts built in space, that will no longer connect after a save/reload. The workaround is to float around and do the work again. Not really fun. I see a list of changes in changelog, but I never see a high quality assurance testing group specifically list the things they did or did not test after every build. In the business, this is called a "test plan", a.k.a. "doing the detailed work of checking things that also werent supposed to change".. a.k.a "regression testing". It would also be nice if a large group of users could be allowed access to the test server build or in a separate instance to volunteer to "break things". From working in dev and QA many years, I know this is needed because: it puts accountability on the person(s) credibility and job quality to explain why it was let out to the next patch.
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Found a bug and reported it in the bug tracker - but here for all to see and try.. let me know if others have same issue.. Basically- just add a fuel hose in space/orbit.. save game and reload, hose wont be connected ... Tested Versions: Version 1.11.1 Mar 25, 2021 Version 1.11.2 Mar 25, 2021 1. Added 4 fuel lines from 4 outer fuel tanks to central fuel tank while in space (some assembly required). 2. Saved game file - tried to land, ran out of fuel, crashed four times reloading and trying again until I realized I wasnt actually hitting any wrong buttons.. found the problem with fuel lines missing. 3. Reloaded save file - reattached fuel lines, and saved again to make sure.. 4. Reloaded save file again - Fuel Lines were disconnected - but the hose start point was still visible and can be reconnected again. Notes: 1. I chose parts action window category below, because "some assembly required" is basically "PAW" in space. (let me know if there is a better category) 2. All 3 of these are installed: Core Game, Making History, Breaking Ground 3. All mods were disabled and full reload of game (tested both ways) and still shows same issue.
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Well, I switched to CKAN, and used it to install PARALLAX, and some visual mods.. the final result works great. Now Im looking into making my own voice mod.
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Having same issue.. Two Engineers onboard, used action groups and also tried manually starting/stopping. Manually starting gave me the readout.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Maxxim replied to Gameslinx's topic in KSP1 Mod Releases
Oh you mean this one? I must have been blinded by the awesome Parallax visuals and IN TOO MUCH OF A HURRY to go and try it out... I missed it, but now donating a nice little surprise to Gameslinx, my apologies.. look at your paypal for Maxxim By the way, your ad for patreon contains yoda words in the sentence.. near the bottom.. might look at the typo where it says "if think you have", seems like missing a word, it is.. yoda. ______________________________________________ Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Support Once the mod releases, if think you have encountered a bug you will only get support if you submit screenshots or your KSP log file. Without evidence or logs, I will not help you.- 3,126 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Maxxim replied to Gameslinx's topic in KSP1 Mod Releases
I tried to find the Patreon link. Thats all that matters. I tried. Could have been easier to find and donate though with standard link or instructions in the original post.. but as it is.. it wasnt easy enough to search Patreon for "Gameslinx" and since no success after these tries, I gave up.- 3,126 replies
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Mod Key not working?
Maxxim replied to Bandus's topic in KSP1 Technical Support (PC, unmodded installs)
For some reason - the LeftAlt key is used in another section (see below) I havent done any testing yet.. I do have a couple mods like realplume, and evironmental effects.. installed with ckan I dont know enough about the mods to know if they are invilved.. EVA_ToggleMovementMode { primary = LeftAlt secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } -
I'd like to know if anybody has tried the planetshine mod with Kerbal 64-bit version 1.10.1 because I'm having a hard time noticing any difference. I've got an Nvidia 2060 TI with an i7 CPU 8 gigs of RAM all the graphic settings turned up to ultra or highest or whatever the best setting in each category would be. Maybe it's not activated correctly or maybe it doesn't work so I'd like to confirm it with someone else... I'm familiar with the Jones soft general mod enabler JSGME which I used for quite a few years playing submarine games. Later, I plan on installing a different mod to check and see if the new clouds or scatterer or other visual enhancements will work but right now there's no mod on my game except planetshine.
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I posted it because I just thought it was cool and I found it the other day and realized the Kerbal devs could probably think of ways to use it but my first thought was transferring fuel or any other new enhancements to the gameplay for survivability such as water oxygen management in the future of the game.
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"Screen Message" spam in Breaking Ground
Maxxim replied to Solune's topic in KSP1 Technical Support (PC, unmodded installs)
I found a solution works for me.. My game had over 5000 messages, and performance was a crawl / slow.. I was not going to sit there and click delete one at a time.. 1. Save your game. 2. (Go to each location where you have active ground experiments. - disable or recover the units for now) 3. exit game and go to settings. 4. In Settings / Look for advanced messaging app - disable it.. 5. restart game, see message window may have one or zero messages.. delete those.. 6. Save again, exit and restart messaging app if desired then restart game.. -
Frustrated Capturing RoveMaxXL3 With Klaw Impossible??
Maxxim replied to Maxxim's topic in KSP1 Discussion
Actually, I should give more detail to what I meant about "certain maneuvers".. and what I can now say is that time warping is causing an issue with the part that is floating inside the cargo bay.. I slow down the time warp to normal speed, and the game re-adjusts its tracking mechanism to begin watching over each unit.. the first unit is the ship which the cargo bay is built with, and the second unit is the floating part inside suddenly becomes non-solid - or in other words the two units do not have collider meshes and do not collide with each other - which causes the effect of one solid passing through the other - or in other words, you will see the wheel float right out of the cargo bay with the cargo bay doors shut / closed. So I cannot use time warp. So now I am faced with the problem of watching time pass normally until I can get from the Mun and back to atmosphere of Kerbin and see what happens next, in order to avoid severe clipping and the loss of the wheel. -
Frustrated Capturing RoveMaxXL3 With Klaw Impossible??
Maxxim replied to Maxxim's topic in KSP1 Discussion
To show appreciation for those who suggested using the cargo bay, I am showing here just how useless that solution actually turned out to be in reality. Now to add insult to injury and financial damages to my Kerbal Space Administration.. a new launch had to be made under emergency funding in order to make the attempt to Kompensate for KSP physics that are inKompetent (haha get it?).. so anyway check this image and tell me whats wrong? Cargo bay With Part Inside So if you were distracted by the title of the photo link, you will completely miss the fact that the mission list in the upper right corner of the screen DOES NOT CREDIT ME with obtaining the part inside the cargo bay (which is clipping the graphics and is having a hard time staying inside during certain maneuvers.) Should I waste my time flying all the way home? I wont likely make it as I have had several explosions already, and the contract isnt recognized.. so what to do?