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KSP2 Release Notes
Everything posted by Francois424
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So KSP 2 just got announced...
Francois424 replied to 4x4cheesecake's topic in Prelaunch KSP2 Discussion
If it does not lag/slow down when more than 250-300 parts, even if the graphics are bad (does not seem they will be) then they can have all my money. No Krakens + No frame drops until 1000 or more parts? Heaven. As long as it is optional that is fine. I want to start a colony on a Uranus-analog, and support it and stuff in one game, but I don't want the colonization to dictate every game all the time. I just want some classic KSP goofing around at times... Such as rescuing a Kerbal who's been on the Mün for over 5 years and him/her being perfectly healthy, lol. -
Hyped, of course. Anyone has a train going to this destination? Hopefully it's a thing. If not, then if you make it, I will come.
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If reflected on the surface as we are say, roving on it, this would be awesome. It certainly would make the world unique.
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I always loved Uranus more than Saturn, but she is an absolute beauty, I'll give you that much. Having new engineering challenges at Sarnus to overcome would be nice as well. There's the obvious lack of sunlight, way worse than Jool. But the last thing I want is cut'n'paste of existing Jool's moons like Tylo. On the other hand things don't need to be annoying. Just different... the change of scenery alone would be worth it.
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KSP 2 Multiplayer Discussion Thread
Francois424 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Personally, I just want to "Host" a new Multiplayer game and play it myself. I give the password to my 2 RL friends that played KSP (one got to the Mun ans Eve, the other actually only had fun building stations in LKO) so they can join while I am on (or not, since I leave the PC running 24/7) and also build their things. Maybe we can contribute to each-other's stations and things. Of course that would mean I'd have to act as the "Blunderbird" expert for them as I a by far the best player of the trio, haha. On another note, it would be nice if there would be an MP mode where we each start on a different moon of Jool, or the new Saturn analogue (or anything with enough moons, in our case that's three) and we can do the space-race thing or just the achievement thing. It would be cool as well if we could flag as "allies", "neutral" or "cold-war" as you could with these old multi-players of the late nineties/early 2000's. Ally mean you could share ressources, and build togetter, neutral is we don't care about each other, cold war is a competition of whom claims each body (manned landing only) first. It's exiting just talking about it, haha.- 1,629 replies
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Will sandbox be the same as ksp1?
Francois424 replied to kwable's topic in Prelaunch KSP2 Discussion
I hope they keep the very nice KSP1 gaming options that took years to develop. Personally I love career but with all facilities unlocked and 10'000'000 kerbucks, I get to do contracts and Science to unlock the part tree, but I don't have to "grind" money for a long while. Sandbox/Science/Career, with options for Communications/Life Support and other things would be great. -
Same. They already show some rings in the preview. So Sarnus(Saturn) is almost done since we'll fry trying to land on her. Of course she's nothing without the well placed "shepherd moons" and TITAN analogue (I loved Tekto). Uranus is just flipping the ring/rotation and more moons, Neptune is easy, Pluto is surprisingly harder because of the Barycenter with Charon, and of course 4 more moons. They now have New Horizon's data to "clone" Pluto (or Plock)'s surface anyways =) But this is something I've been wanting stock for years now...
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I want a Uranus look-Alike with a close orbiting moon the passes under and over the ring as it orbits. Of course it would be tidaly locked which suits me just fine. Next I want optimization, optimization, optimization, optimization, optimization, optimization, optimization, optimization, optimization, optimization, so I can have big ships near big other ships/bases without lagging. Finally don't forget electric propellers for those atmospheric world exploration So hyped.
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I want a Uranus look-Alike with a close orbiting moon the passes under and over the ring as it orbits. Of course it would be tidaly locked which suits me just fine. Next I want optimization, optimization, optimization, optimization, optimization, optimization, optimization, optimization, optimization, optimization, so I can have big ships near big other ships/bases without lagging. Finally don't forget electric propellers for those atmospheric world exploration and THANK YOU for trying KSP2. Also thanks from hiding it from me. Only one year to wait will pass very quickly.
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I know I'm late to the party, but I just got the latest DLC and installing 1.7.2 right now. Thanks Squad for continuing development of this fine game. Now going to try to make an all stock propeller solar Rover. What's wrong with the Mun's gravity? Been out of the loop for too long (again)
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What was your most ambitious mission?
Francois424 replied to Superfluous J's topic in KSP1 Discussion
umm... it was in 0.23.5 when I made my 3 ion "Solar Cruiser" or w/e I called it. At the time I had never gone to Jool, let alone want to do a Jool-5 probe mission (in space near/far, maybe get a few gravioly during a fly-by). At the time the lab didn't reset experiments, and it was unmanned flight to boot so not an option. Each experiment could only be used once. So I did fly-bys of all moons, including Jool (during the aerobreak pass, which you could do back then) of both high and low. And then returned to Kerbin, ejected the science portion of the ship for reentry and it gently touched down in water. I think I pulled over 8k science from that, unlocking everything that was left in the tech tree and that was it for that version of the game. I tried putting together a gran tour last year but kraken bugs and low frame rate killed my drive... The solar cruiser was awesome tho. I even sent it to @5thHorseman during his viewer's ship challenge where he used our ships, and seeing how slow the ship was in orbit of Kerbin he just... chuckled and said he couldn't do it (far too slow). I really should get back into KSP eventually. That new DLC looks awesome and that 2 man rover cockpit last patch look very tempting. I guess roving on some moon somewhere could be done without too much issues. Food for thought =) [ The Solar Cruiser, circa 0.23.5 ] -
Been out of the loop for a long time (after my Mothership kept blowing up on my science grand tour ) This update looks amazing ! Great work guys.
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Staging stack fuel level overlays cause slowdown
Francois424 replied to Phreakish's topic in KSP1 Discussion
I would say to report it. Any improvement will gladly be taken in this game -
In one session? good question. Pretty sure it was my original rover on the Mün in 0.23.5. I had landed it the previous evening, and spent like 16 hours straight hitting different biomes. It was a science truck (M27 cockpit from B9 Aerospace) a science lab, a few solar panels and powered wheels (on a suspension of small struts, which gave it much needed flexibility). Followed closely with my Solar Cruiser (unmanned) Jool-5 fly-bys of all the moons. It had 6x2 goo+science JR + many science instruments, 3 ion engines (yes only that) a TON of solar panels, a few RTGs, and the engine/power module would be ejected upon returning to Kerbin. I think this one was 12 hours, give or take. Most of it long burns from ion engines tho. I do remember I had 127 dV left in the tank when I encountered Kerbin, with all my monoprop having been burnt as well.
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Today the "Explorer III" started it's journey on my new Science grand tour (only did Kerbin/Minmus/Mün to clear the science tree, everything else is untouched). Our first destination is Moho. After an uneventful flight (who am I kidding, the Mothership keeps exploding and doing unplanned disassembly... But I think I got her figured out now) the ship decelerate to get into a 100x250km orbit. Oh yeah that's true, I had brought the Mothership in orbit of Kerbin, so had to pitstop at Minmus to refuel... hence the Miner ship being attached at the back. The whole thing is more stable this way too, so I left it there. Then I took the Lander down with 3 of my 6 crew for the Moho science expedition. I was greeted by the sun and it's searing heat. Once the Lander was put in sleep mode, the crew's gaze turned on the MER (Moho Expedition Rover). It took the better part of my afternoon, and since I could not get the "Karibou rover cockpit" to work with 1.4.5, I went for the Apollo capsule instead. It shields the crew from the intense sunlight anyways and Kerbals seemed to enjoy it. The «Moho Expedition Rover» specifications : - 1x M.E.M (housing Jebediah and Bill) + 1x Mk1 Inline cockpit retrofitted for vacuum duties (housing Joukie, one of my 2 scientists) - 2x ore tanks (300 storage) - 4x FTmN18 (2 front/2back) to provide horizontal motion, and 4x RV-1 "Cubs" for just about 120sec of continuous VTOL capability at full power. - The usual science package, A few solar panels and 1x6 panels, SASes, Radiators, a small ore converter and 2 small drills. - Also 3x batteries, 2x Large Fuel Cell arrays, and a Probodobodyne Okto2 aimed forwards to facilitate navigation... all on the undercarriage. - Went for the small landing gears as after testing they offered the best stability. The rover can do 50m/s on land, but the safe speed is more between 20-35m/s depending on terrain. - Lots of Lights(tm) ! So after the crew finished reading the rover's manual, Joukie went out to collect the science from the "Western Lowlands" (the crater we landed into) and planted a flag before departure. Good thing the rover was fully fuelled up as there was no ore in that spot either The crew decided to head North-west, crossing a couple biomes on the way to the north pole, and with many patches of precious ore on the way. They got to test the VTOL when confronted to a steep, uninteresting crater along the way. Jebediah firing the 4x Cubs engines Then crossing the obstacle pushing 110m/s of forward motion with maintaining +5m/s or so of upward motion. Glad it's working as intended. Once the other side was reached, the rover settled down (a bit heavily, but Jeb is still getting comfortable with the throttle controls. There was another biome on the other side as well, so our scientist worked some more, then we hit the brakes activated the ore drill and converter (0.037% ore too, better than before) And everyone went to sleep for a few hours while the tanks refilled. The sun is *still* just coming up but with the planet's slow rotation the crew can't afford to wait night. Final shot of the day, somewhere NW of my starting point, in the Highlands : It's a very long road to get all the biomes on Moho, so I guess I'm going to have fun driving and hopping for the next few days... I love roving around so I'm happy ! Enjoy ! @NHunter What is that cockpit you are using on that Mothership of yours? I think I want it. And looks like we crossed each other by Moho as well !
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Thanks to all. I will try it. I already settled for another cockpit for my Moho Rover... Still cannot get the Karibou to work tho. Oh the files are there, but a lot of them aren't working... And it messed my kerbals (botanist, miner, etc). I just wanted the cockpit part. If anyone want to tell me where it is/get it from... unless it's not compatible with 1.4.5, which is a real possibility mind you.
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I did a Google search, found one I'd like to try but can't find the part. The best I have found is something called "Karibou Pod" by none other than @RoverDude... which apparently got merged with MKS. So I installed MKS and no Karibou pod. Where can I find that part ? Also if anyone has recommendation for rover cockpits/pod, please chime in. trying to diversify my rovers and could use new cockpit parts. Thanks.
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Back then Kerbin atmosphere was much ticker than it is today. I used to need to throttleback to 200-300 m/s to not waste fuel piercing the atmo. But my first mission, I used a specific design of craft (rocket SSTO) in an attempt to finally do it. It was so successful it marooned Jebediah between the orbits of Eve and Kerbin (!!!) At the time I lacked the skill to do a Rendezvous and save him. So Jeb spend the entirety of my 200 kerbal years long campaign between 0.22 and 0.23.5 just being in space, listening to rock'n'roll... and to the success (and failures) of his colleagues at the space program. He returned home after a reset of everything in time for a new science campaign in 0.23.5. He was never marooned again !
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Here's my take on how to fix gathering science in current KSP. The points are okay on Kerbin, and there are many biomes. Then you get to Mün and right there the problem starts. If you go to Minmus it's even worse and it gets progressively worse as you explore the Kerbol System. IMHO the multipliers are just too high. Kerbin has 0.3x for landed on a surface biome. Minmus has 5x (over 15 times as much). And it gets far worse. Restricting science gains thru the game difficulty menu is flawed. As it reduces science from Kerbin as well, meaning it's an absolute grind to get off the ground, so to speak. How to fix it ? Remove the multipliers (or bring them in line with Kerbin, or as a middle ground, set them to 1x/1.5x). Kerbin is unchanged, Mün and Minmus are quickly fixed, and the same goes for the rest of the Kerbol System. So no matter what world you go to, you always get roughly the same multipliers for science (ie: between 8 and... 15? per experiment. It's been a while since I've done science around Kerbin, my numbers might be off) I don't know, but that should be an option for the core game as it's a better difficulty setting than the existing one. There's always the OP Mobile processing lab if you get tired and prefer to get a nice shortcut. My 2 cents. I would mod it but I'm as lazy as it comes. Other than that I really like the way it's done, and it's worth it to do other trips as you unlock better experiments.
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@Cavscout74 I think it's the first time I see someone else using the FTmN 280 engine on their craft. Did you fix it yourself or has someone (finally) updated the mod ? The original author as been MIA for over 4 years now.
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Today, I finally completed the assembly of my Explorer II Mothership. Unfortunately, I had to get rid of the ring as it caused explosions and rapid disassembly Tho that could have been caused by over using the Autostrut feature... to be honest I'm not sure at this point, so I might get it another try in a future design. Also had to get rid of the yellow procedural xenon tanks covering the huge engines, as that ALSO cause spontaneous 'xplosions and other phantom force problems... I'm telling you guys I didn't struggle this much since 0.23.5 trying to make a huge launcher that always blew up on the pad. So there we are, the quad "Aurora Engines" (450 thrust Ion engines, model based on the now defunct Ares mod) drive section, with two origami antennae, science lab, a 2,5 meter xenon container with a lot of Xe (compensating for mentioned bugs, no choice). The lander and the Miner, which I've featured in the last few posts... And at the rail, the Inner Kerbol System power module. Eventually to be discarded (might be good up to Dres or Jool, at most). I'm only missing my heat shields (Making a 5 points node for 10m heatshields with decoupler, so I get one as I need 'em for the lander). Which I'll send later with missing crew. Obligatory screenie of everything assembled : EDIT: Yes, it was from too many AutoStruts. They are quite hard to use in fact. I was trying to save part number by auto-strutting and it's not a good idea. But At least by removing 90% of them and only keeping the essentials, IT WORKED ! Took me 2 days, but now I know the concept is sound and usable when I begin my grand tour. 374 parts is a bit much given KSP's performance (I still wish for a "green clock" until 500 parts) but it's manageable.
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There's a few things I could see myself use it for, such as driving on a relatively flat and very big planet (eve/tylo) or flying a plane and not wanting to adjust attitude every 2 minutes. Where it becomes a problem is when ppl make a Let's play, and they abuse [snip] MJ for everything. Like, I want to see you play, not have the computer play for you. If you're going to do it on repeat launches then okay, but just cut the content straight to orbit... It keeps your videos interesting to boot. I don't hate it per say, it has it uses, but I believe learning how to do docking, rendez-vous, good ascent profiles on worlds you get from and to shouldn't be automated. It's up to everyone, but you kind of lose the bragging right f MJ does these things for you.
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And I finished my Lander. I could not find any aesthetically pleasing way to fix the lander to have more margin for error on Tylo... So I added a drop tank. Took very few extra parts thanks to procedural fuel tanks, but I did mess up strut placement and have 4 too many parts on that one (the connectors, and you can't get rid of them). I will have to re-launch another one later on, and reattach it to the Mothership. Here's a quick snapshot of the Lander : It has my favorite 6-Kerbal capsule (from Ares mod, now defunct)... which is missing a lightbulb inside and the RCS FX are inverted. Can't dix it on my own so stuck using like that unless someone offers to fix. You can see in the middle 2 docking ports, the top section with science experiments in the bay is actually the light lander for anything Vall and under. The bottom part is good anything barring Kerbin, Eve and barely does Tylo. And the extra droppable fuel tank below for that Tylo mission eventually. Also has eight of those large white landing gears from MRS, a pair of FTmN280's and a pair of Vectors (4 engines, one below each side-tank) so it can handle most atmospheric worlds as well. I also finished my power module with 3 ultra-large "Balka Wings" solar panels, but I didn't take any screenies. The next step is to assemble the whole thing in orbit and see if it works fine. Then ready for the Grand Tour (with OPM mind you) to start. Good night fellow Kerbonauts !
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The learning curve is insane, but you don't need to know anything. Took me a few days to understand how to stage properly, and about a week before I first landed on the moon (landed, not crashed and spill rocket parts all over the place) At that time there was no entry heating, atmo didn't turn rockets over that much even if they where oddly built and that stuff. At least you wont have to deal with sudden disassembly (boy was that ever annoying). There was no communication relays either... tho that could be turned off in the setting if you want to. Then get ONE mod. just ONE. Kerbal engineer. You'll thank me later. IMHO, here's what you should be aiming to do to complete your rookie training (skipping making orbit) : - Land something on the moon. Then land/return it. - Same as the above but on Duna. - Get probes around Jool (say circular orbit in-between Laythe and Vall) then time warp to say, 1000x. You'll thank me later. - Learn to dock (this was highly frustrating to me), and build a space station. nothing too large but this will teach you about Rendezvous, docking, building payloads and dealing with RCS/power generation/Delta-V. I'd say once you can do all these 4 things, you graduate ! Good luck Cadet ! * Salutes *
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Today I continued working on my GrandTour ships. I have the lander done, but not sure it's final, so no screenies. I did finish the Mining ship tho. Well I kind of cheated. I imported a design I had already done for 1.1.3 (any long time poster might remember my very Rotund ship of 2016). After a few tweaks here and there, I went to test it on Vall, and it performs marvelously. So can dock from top or bottom, with the docking alignment helper from MRS (those are awesome, I highly recommend those to anyone with docking OCD like I have !) Has roughly 6k of Delta-v, tho that drops when loading with ore. Six FTmN280 (240 thrust / 800isp engine... each replacing 4 nukes, lots of parts saving) Three Convert-o-Trons, 6 drills, 3 huge radiators (I thought they would be overkill, but when those 6 engines are running it really builds a lot of heat over time). A nuclear reactor (tucked under the 2-kerbal pod on top... so hidden in the big white LF tank) Ore carrying capacity of 50k ore, tho with that load even Vall's gravity is too strong. But for Pol or Minmus ? it can do it. Also carries roughly 2.2k Monopropellant, so can refuel just about anything... except the Mothership which uses Xenon. We cannot see it, but has Six of those large white landing gears from MRS, and three radial batteries. The whole thing is 70 parts... But I didn't use only stock parts. I really tried with the first iteration, but imagine how many large ore tanks I'd need? how many nukes? How many Liquid fuel tanks (and no large spherical ones) ? So I settled with mods again. Which means I'll be stuck in 1.4.5 instead of KSP1.5. Still, almost ready with all parts of my GrandTour ship. Only missing my official version of the lander (very tight on Tylo, my best test was me making circular orbit with remaining RCS !), and my early Kerbol system Power module to save Uranium. Soon my fellow kerbanots, soon we set sail for our grandtour ! Good week-end all !