#KSRe
1 messages · Page 3 of 1
right
and it has categories
so if I gain +2 rocket science, is that both +2 rocket science and regular science?
yup
and vice versa, if I get some science experiments done, that's rocket science I guess for whatever category that falls under
ye
ah cool
u can repeat the experiments now too
ye I saw that but how does that work? Won't it be easy science or is there a limit in some way
try it :p
thx for this, it helps a lot, take your time
np :) glad I can be helpful
wait is therapy a legit thing btw for kerbals
I just noticed lmao
more so I lost a guy because it didn't let me undo and now I'm seeing therapy on my kerbals
I also notice if I press 'attitude' a few times, they turn blue and explode, I presume I'm.. reprimanding them or something? Like making them quit? Or it's a bug lol
yeah therapy is real
dang
oh might be just me lol
idk, they were definitely blue for a while LOL
oh lmao
but i thought i fixed it
is it them getting low in mood?
but yea if u keep like harassing them they get mad
u can ask the kerbals in your agency anything but the other ones dont like it
is there a reason to harrass them lol? Or is it just a thing you can do for some reason
o
yeah u can find out what kind of damage they have taken, and what their resistance is
ah okay
the idea is to use another kerbal to interact
for the ones outside the player agency
the social mechanics are barebones rn but theres something at least
so if I just use diagnostics with only the one kerbal is it like the player talking to them?
exactly yeh
kk
only thing I'd say is it isn't that clear, but since it's barebones at the minute not really essential
if u control one and do it on another kerbal nearby they are like talking
makes sense
yea thx
all of this is great bc it tells me what i need to put in the tutorial
i covered most of the stuff i told u but will need to add this
its not rly a huge deal tho until u get further into space
i swear this stuff almost makes u go crazy, i seem to fix things and then they break again
ah
the weirdest bugs show up in the redux update that were never there before
for tutorials, would it be possible to get a tutorial the first thing the 'thing' happens?
like let's say a mood of a kerbal drops, have a tutorial play telling you to check them
same with parts if a part gets busted for first time, get player to check it, just lil things like that
o ye
ya thats the ideal solution
I think main issue for me is if it's all crammed into one tutorial, I'll remember some and forget others, but if it shows up when I need it I'll remember it
or these days if some content creator enjoys it, they would make vids
ye
it might be just me tho, but I just find it that I learn better when I get to do it
yeah for sure
my idea is that players can discover and figure out everything, but i think i overestimated this
its bc i already know all the mechanics, so i forget how much there is to figure out
yee
tried to simplify it as much as possible tho
I think it starts to make sense once you have some knowledge how things work
like just knowing the basic ui, the general need for repairs, that kerbals have emotional needs or so on, the others sorta come naturally to experimenting
ye
overall this mod is like a bunch of mods put together lol
like it has so many elements to it
so it's bound to take some time to get used to everything
yup, its a total overhaul
ideally it would be modular and separated, but everything has to work together
and i have to prioritise the bare minimum to even get it done
makes sense
trying to resurrect an abandoned game :p
honestly there's a good amount of mods of KSP1 that are just too complex to me, when comes to realism or such
but this mod doesn't look like that to me
it seems pretty balance on the gamified part of realism
awesome
i never played most of those as they dont appeal to me, i wanted something simpler but more comprehensive
yee
there's a middle ground between more complex than vanilla but not too complex when it's unwieldly I think
will do :)
btw dunno if I'm misunderstanding, but engineering says [+75%] Level 3, but haven't got engineering level 3 requirement for research, so do I need it above level 3 or something?
o right
can u screenshot the tech tree?
and press G to show the app inside r&d building
aw man other resolutions ruined the layout
ah
yeah wasn't sure if it was me or not lol
ya it looked even worse for the redux dev
im not on widescreen lol
can u check the PAL tech "giant leap"
its the first one on the left
center of tree
screenshot it?
oh just see what it says
I don't have lvl 2 impacts
hmm maybe aviation utility at the bottom?
i think this is one of those things again, it definitely used to work
as in what requirements I need?
so aviation utilities says I need level 1 landing gear but idk where to get that
oh ok sry
u should def have level 1 landing gear by now, i think
presumably the plane landing gear? cause I don't have any research like that I don't think
aside from ly-05 if that's it
oh u used the rover wheel
basically im just trying to see if theres any other techs where u met the prerequisite level but its not available to research
level 2 life science - aquatic sciences
yup ok its bugged
11mb o my
yea it seems its not registering it
the techs u unlocked didnt have the new prerequisites, i think
also the first 2 techs vanished on the screen somehow
oh
oooo fresh errors ty
ok this will be fixed in next update as well, just gimme a bit
oki no worries :)
i think u hit the tech cap for non-bugged ones
so might have to release the update after this
so u can continue
tech cap?
yeh well there arent many techs left
oh right yeah
p much
only step forward is having a rocket n only such much I can do with seperators lol
but no rush I'll be playin something else until then
pretty much what I'll do if I run into a cruical bug lol just glad I can help
thx so much for this
np!
ill have the update out today 🙂
awesome, like said no rush though!
oh did u notice any bugs with the app?
if I hit right arrow too many times I had it appear blank
so I had to switch scenes to fix
oki, do u remember which button
company/agency change button
oh right ty
np
btw is it recommended to be playing on 100% science? rn I'm on 80% but just realising I might not have enough for solid fuel lol
kk fair
it seems like science is more balanced than vanilla, I was just playing assumption at first it was gonna be similar
i mean the end techs are hitting 10k science
u can reduce if u want but i wouldnt lol
it might be ok in the beginning but mid-game u will want the science i think
sure
its definitely not super easy like the base game
but theres also a lot more science out there
yee
is most the requirements locked behind rocket science levels now or is there mission requirements still for later on?
oh yeah its all rocket science, i removed the mission requirements from redux temporarily
as i added this system a year or two ago
alright
I hesitantly suggest that there could be goals to reach a certain planet or moon to be able to progress further in research tree in the eventual mid/late tree but up to you really
or a rocket science that improves with the amount of different biomes, moons and planets you been to, if not already a thing, having that be a requirement for late game
but again just ideas, current system might already cover all basis lol
ok, sort of yes
basically there are milestones now, u might have discovered them already
so when u go to different planets and biomes u earn science from the milestones
ahh ye that works
but generally with the rocket science, its related to the technology
like u can unlock the first landing gear normally, but if u want more advanced landing gear, u need those levels in rocket science from using it
right, makes sense
so as u test those parts it leads to more advanced versions of the parts
sounds cool :)
ya
i think it makes more sense
rather than like doing all the temperature scans on the mun to unlock a bigger engine, u have to use smaller engines a bit more
its still a bit flexible tho, hopefully
yee
ok can i ask
when u first loaded into the vab, that vessel
are there like 12 parts in symmetry or something
or just some idea of what the vessel is like
maybe sepratrons?
most recent vechicle I presume?
what do you need?
oh okay np lol
this might even fix the load freezing
o nice
one question, just reading thru tumblr,
'ignition failure' I see that's higher and lower depending on fuel, trying to work out what that is, is it like it'll stop mid fire or just won't fire at all? And is it based on other things like part grade or?
sry if dumb question, just smth I've not come across
ok yeah if ignition fails the engine doesnt fire
and can you just attempt to start it again?
kk, then I presume it's mostly just an issue in multiple engine setups
when u ignite the engine it takes damage
OOH
how did i never think of that
if a nuclear engine explodes the whole vessel should probably explode too
kerbal chernobyl
lmao oh no
radiation damage isnt implemented yet :p
oh boy yet
its definitely planned
sweet
oh yeah also with ignition, there is ullage
so if u try to light the engine in zero g it has a much higher chance of failing ignition
ohh
like with that spacex starship flight
if you can't tell I really don't know how stuff works in the real world pfff so it's all a learning curve for me
great :P
the mod is designed to help u learn this stuff
like ksp is with spaceflight, but taken to the next level
yeye
and also to annoy veterans less bc its not so unrealistic :p
lmao
(the base game annoys me endlessly with this)
that's fair
I think just general lack of life support in anyway in base game would be for me
just adding food adds that bit more to it
o yea, agreed
otherwise kerbals are just glorified probes
this has food and water atm
yee
respiration is planned, it was just more complicated
ohh mann
pressurized cabins, airlocks and oxygen consumption
naw
i had that in the ksp version of the mod
its just that the ksp2 part UI in flight is completely different so i gotta redesign that
yee
and other stuff is easier to implement rn
that's fair
its rly just the UI
ksp had a multi-slider so i could display oxygen, co2 and inert gases all together
so the cabin atmosphere is dynamic and contains a mix of gases
not just oxygen
and u can do a pure oxygen cabin or just like normal air, with different pressures
anyway yeh its easier to use than it sounds
aight that's fair
I'm afraid I might just have to ask a bunch of questions if I get stuck >:P
sure
i try to make every mechanic as simple as possible
but together they become a pretty huge thing
ok the 11mb log file is mainly due to a small piece of code which i have no idea why is even there or how it got there
lmao okay
i swear this update its like someone else coded it
[WRN 19:58:31.381] [Simulation] [ResourceDefinitionDatabase > AddOrUpdateDefinition(...)] cannot add Recipe Kerolox when database is frozen
there may be an issue with orbital survey freezing
might wanna test without that for a bit to narrow it down
alright
theres also definitely some type of issue with the sepratron
did they work alright in game?
alright im at the r&d bug
this log is massive
sepratrons seemed to work fine
ok ty
ill just ignore it and test them thoroughly later, tho sepratron debris could be the freeze issue
alright
i just cant work out what is causing that error
maybe the unity update changed how some linq is handled
stuff that shouldn't have worked before did work but now it doesnt, with null refs
or probably more likely the project using newer .net version
ah
I like
ahh
i laid it all out carefully but the variance in resolutions ruined it lol
it fits at 1920x1080 at least
[LOG 10:44:19.410] [KSRe] Felipe Kerman :alien:
wtf
what prereqs???
my linq is absolutely horrid, never gonna contest that
ya thats a bug with the prereqs, i just fixed it
but basically u need that level in rocket science
open the app and check in the science menu of your agency
oh got it
genuinely how far away do you need to go to get out of the KSC and into the beach 🥀
oh its a long drive
gaaaaaaa
yeah, or 15 seconds if you use the teleport menu 
wheel still managed and break and he's taking a surface sample of the air but ok
1 foot on the ground still counts
also your mod is breaking the rever tbutotn I think
it works fine without your mod
so idk
is there a way to cheat my crews back
i mean yea
oh it looks like a new guy just spawned in
sandbox or exploration?
exploration
and it's only broken after a disaster
I think specifically after the root part breaks but not sure
will do that next time it happens
thx
physics 👍
lol
i like how u put effort into making it stable with the wide wheelbase
and the game just said "nope"
its a wheel issue but i think making them floating doesnt help
ah shit I blew it up but yeah it's broken
oh no the log is too big to upload
hold on

Try using the debug tools to see the part CoMs
so big it's even lagging out notepad
yeah it is
let me do another update first
i dont think that bug should even have compiled
what if u just
didn't code bugs
changed the fuel amount in the SRBs and it's flipping again lol
I suspect that it's just too light so the suspension is flipping out
ghost bug
retard kerman
lost like 7 pilots but whatever I got the science and that's all that matters
also if you turn sideways with wheels you get a sideways boost for some reason
lots of therapy for those kerbs
do u just keep waiting for the vets to respawn
so many fixes
finally i can test that new feature i was trying to implement lol
apparently stage numbers in this game are not designed to be tracked
every time u separate the stage just becomes stage 1
no, every time I load a craft into the VAB, a new guys spawns in
the vets are not spawning fsr
can't you just add a variable that incemenrts every time you stage and just add that to the current stage number or whatever
proof that i can actually play the game
flies gud
okay my log is error free time to update
no bugs on my end
ur turn
Update 0.37.1
https://spacedock.info/mod/4131/KSRe
- created additional difficulty settings
- displayed initial stage events in flight report
- added initial kerbal career page to roster
- bugfixes
so in explo mode u run out of crew bc they all quit but a new one still spawns in?
okay
no need for a new save files right
let me see if i can fix this "bug"
naw updates shouldn't ever break saves
some may need vessels to be recovered, but thats rare
i used to have this massively long method that would auto-update saves for new updates, fortunately it is now gone
safe
surviving fine with helmet off...?
past 70 km
that's definitely a bug of all time
is damage enabled?
default "normal" difficulty settings
thats such a good screenshot tbh
if you say so lol
ya
im kind to my kerbals
th way the eyes are popping out of the head
k i didnt add space exposure damage for the eva seat yet
when not wearing a helmet
also dont think there is high g-force damage for kerbals yet
as for the heating i would expect some explosions, maybe
by the way, yes, the bug is fixed
which 1
revert bug

the base game is sneakily resetting the kerbal spawn cap somewhere
uh oh
new crews are not spawning in anymore
oh I lied
guhh
I've observed it several times, where are my levellllls
I need the dunker
the what
the dunker science experiment
marine lab?
also you can break this window by scrolling too far on the space center option thinfgy
yes
reloading the KSC works
also tracking station is not in the low-level KSC but you can still access it from the [esc] menu
ok right
marine lab should be just level 2 biology
can u replicate the app going blank
and yeh ik about the tracking station
idk man
I just got it to level 3 and it's still locked
yes
scroll too far on this one
either way works
yeah the level tech stuff is totally broken lol
yes
thx
your feedback has been great btw
idk why i didnt add g force and space exposure in eva seats yet but ill try in a bit
sometimes i just forget
also you should add a thing where kerbonauts can only have their visors up in the sun for a certain amount of time before they get sunburn
would be cool but visors arent rendered 🙁
getting the helmets and jetpacks working was difficult for how simple it should be
and they're still buggy af
also, u might wanna uninstall shoemaker mod
errrr
oh now its clearing out the old vessel events
{
"name": "kys",```
kys
kerbal yeeting simulator???
yes
time to figure out how to hot-swap save files
copy paste the data into mine i think
weird, didnt work
found a bug
ok fixed
forgot i already added tox production to kerbals
just not the full respiration formula
had to do up a hotfix for that science issue and 1 other thing
techs should unlock now
awesome :O
yerrpp I can research now pog
oh and the research tree resolution is fixed now ig?
it is?
may have been some other bug causing it if so
i even think the save freezing was caused by something completely unrelated, this game can be unusual like that
basically the milestones were being triggered when a vessel is first loaded into flight scene and throwing errors
anyways glad its working, the feedback has been great so far
hopefully now the testing has helped get the mod into a more playable and enjoyable state for most players, so i can go back to adding new features
nice, yee hopefully
only bug can mention so far is still some buttons of the life app will lead to empty app if you press too much times, but it's not detrimental
confused on repairing tho
attempting to repair something, starts repairing supposedly, have the repair bits n no errors, but then nothing seems to happen
it looks like it flashes between 'new' and the old status (like worn) but doesn't get any benefits (like it breaks shortly after despite the repair)
okay I've realised now that it just takes a longg time to repair, but then running into issues of kerbals getting tired after just repairing a single wheel? Plus the time it's going to repair wheels, and considering automated rovers aren't going to have crew, I gotta wonder if repairing is gonna cause issues in future or if it gets easier with later game stuff
need help to figure out ignition failure though.. using hypergolic fuel but engine refuses to ignite in vacuum so how do I get this to work
ok
when the app goes blank can u check the log and just paste the error? probably the easiest way for that
repairs yeh they should take up to an hour in-game time i think, so u will need timewarp
but if the part isn't damaged enough it won't repair, i should add better feedback for that
ah okay
i think a kerbal shouldn't be getting completely fatigued within an hour tho, unless they already in bad health
how do you un-fatigue? Would going back into seat do that or nah?
guys how i can have 75m/s with only cube and that i want to cry
depends on the crew part, EVA seat doesn't give them rest
on the ground*
ah okay
u need good wheels 🙂
some seperatrons with the second level of rover wheels should be all you need
i have only that please
they can rest in piloting parts if u enable hibernation basically
as for ignition failure, hypergolic engines shouldn't fail ignition - does it give a notification?
it might be missing fuel
with the wheels, check the impact tolerance, going too fast will destroy them
but for 75m/s its much easier with the fixed landing gear or the larger rover wheel
would same thing pop up if incorrect fuel or nah?
naw without the right fuel nothing will happen
hmm ok
i gonna try this...
ok
btw got this annoying bug where delta v doesn't show until launching then reverting back to vab, but might be a ksp 2 bug in general
hmm i guess it is kind of a big jump from 3m/s to 75m/s in the missions
^ can be hard for first time, at least took me a bit until I learnt more about progressing research first
np
either rebalance or someway pointing the player towards researching more, not sure
i mean the primary missions are meant to be a challenge
it kinda goes from being near impossible on those parts above, to being easy on the other wheels, iirc
mm yee
that's why I kinda wonder if it's just about needing more explanation to getting the second rover wheels
but even if u try and fail u will gain rocket science and then can unlock the parts
ye
i mean this is the game basically
set a goal, try to reach it, fail a few times, figure it out, repeat
as long as each goal is within reach
that's fair
and the secondary missions are meant to sort of lead up to the primary ones as well
I actually find the beach one harder lol
still haven't done it yet, wheels always break before I reach with A grade wheel parts
but now I get repairing it might be easy
ah
I swear I'm going crazy
so I have spark engine, with right ratios of fuel
it works fine
I reset back to launch, attempt to launch, suddenly all the tanks have oxidizer instead
so is it a bug?
idk yet
will have to look into that
i think revert in general is sketchy, or was in base game anyway
ah oki
ohh i think i remember now
u gotta revert to vab, not revert to launch, iirc
the redux ppl aren't working on mod support yet so it might be a while before any v-swift issue could be addressed
but ill have to work out whether its my configs or v-swift first
ok yep, thats what i always did
the base game revert to launch was always just too buggy
i hope the rocket vehicle start is overall fun for ppl tho
i think its a nice way to ease into the mod and the game
since everyone knows how a car works, but not necessarily a rocket
alrighty
it's def taking me some goes to try work out how to get these low tiers to work enough
I think I might just farm more science until I get better thrusters tho
every progress is progress, even in the state of failure just like real life I guess
ye exactly, its meant to be like that
crashing can even give u more science from impacts
as long as u recover the debris :p
and if there isn't any then no science?
a lot less yeh
interesting
i wanna balance that better tho, so u always get some
sure
rocket science from part destruction
yee
oh also
I had problems with parachutes, or so, they kept being destroyed with a slow/very slow descent, after a while
I'm guessing it might be intentional and might be something I'm not understanding
yup, chutes take damage when deployed
but this was the last thing i added last year before taking a break, so it may need more balancing
kk
I imagine part grades effect it too?
and if so, if a parachute breaks on a mission, does the part grade change at all or does it need to come back in one piece?
yeh u need to recover parts to increase the grade
rough
its like, returning them to the manufacturer with data on how they performed
right
and does it stack if I have many of the same parts all get recovered or nah?
oki
only issue I have really is that parachutes were dying after 10k or so drop
but I might find a solution for that
okay it might be a bit high
the goal is basically, if you deploy a bad quality parachute at maximum altitude and it takes 10 min to descend, it will probably break
I'm fine if it's just cause the grade is really bad tho, I guess it depends what higher grade is like
ah okay
I don't mind it too much then
just requires figuring out how to upgrade your stuff
yea, u can just deploy them lower
ye
parachute faults are kinda awkward tho i guess, due to how they are used and take damage
out of interest do part grades effect egine speed or thrust or anything or is it more about durability?
rn its just durability, in the future im planning to alter part stats as well
I might suggest low grades could be impacted more by heat and how fast your falling, rather than time spent in air, but it up to you
good idea
like me having 4 parachutes actually made it worse because it was going slower
yea chutes are more about speed than time
so it broke earlier
true, right, i got u
ye :)
tons of good feedback
awesome
oki
obv no where near there yet, but with cryo engine, would it be about attempting to light it until it works, and repairing it in between if it refuses to light?
oh?
the first ignition is almost guaranteed, but in zero g, and as the part takes damage, the chance lowers drastically
i mean first stage ignition
also multiple relights lower it
ah I see
mm okay found a new problem I'm running into lol, so after a while of falling my craft just immediately implodes? I guess the whole thing is taking damage?
interesting
I'm using a solid fuel booster as my base so maybe I just need to upgrade its grade?
can u check the flight report
essentially I was using two parachutes, I use one to slow down, then when it gets destroyed I use my other one, this worked until the whole craft just exploded into nothing
looks like the control piece gets destroyed e.e
it's better when you don't do that
is the drogue attached to the probe
no, the flea booster
oh that would do it
oh?
oh right, i added the log for this
if u check the game log it gives a full damage report when a part is destroyed
im pretty sure i know what is happening but might as well use that
just ctrl+f stabilizer_0v_flybywire_aircraft
also the flight report changes make this so much easier lol
but i think there's a bug assuming the booster ignition was the first stage, not the parachute
this maybe?
[LOG 21:52:35.050] [Physics] Destroying Joint: parachute_0v_radial_drogue.prefab_cec4ded6-1256-4e8d-9298-0773ae0e0103 (UnityEngine.GameObject) -> booster_1v_solid_flea.prefab_5c41bfe0-d0da-4ca0-91a0-56cd96b462c6 (UnityEngine.Rigidbody). Owner: 9bd3deed-d455-4fea-8162-c8cc349fc1e0
[LOG 21:52:35.050] [Simulation] Destroying ViewObject: parachute_0v_radial_drogue.prefab_cec4ded6-1256-4e8d-9298-0773ae0e0103 (KSP.Sim.impl.SimulationObjectView)
[LOG 21:52:35.050] [Flight] Destroying SimObject cec4ded6-1256-4e8d-9298-0773ae0e0103
[LOG 21:52:35.051] [Simulation] Attachment Node >cec4ded6-1256-4e8d-9298-0773ae0e0103>srfAttach detached completely
[LOG 21:52:35.053] [Simulation] [Staging]<9fc1e0>: Partowner Parts Updated - 1 parts removed
[LOG 21:52:35.053] [Simulation] [Staging][CommandEntry]<9fc1e0>: RemoveStageAt(index 0
[LOG 21:52:35.155] [KSRe] stabilizer_0v_flybywire_aircraft Damage Record | Engineering_Age= | Flight_GeeForces=1.57 | Flight_Collateral=110
[LOG 21:52:35.156] [Physics] Destroying Joint: booster_1v_solid_flea.prefab_5c41bfe0-d0da-4ca0-91a0-56cd96b462c6 (UnityEngine.GameObject) -> stabilizer_0v_flybywire_aircraft.prefab_6758ab96-33a1-49f4-8aa2-37913cfcaa5d (UnityEngine.Rigidbody). Owner: [NULL]
[LOG 21:52:35.157] [Simulation] Destroying ViewObject: stabilizer_0v_flybywire_aircraft.prefab_6758ab96-33a1-49f4-8aa2-37913cfcaa5d (KSP.Sim.impl.SimulationObjectView)
[LOG 21:52:35.157] [Flight] Destroying SimObject 6758ab96-33a1-49f4-8aa2-37913cfcaa5d
[LOG 21:52:35.157] [Simulation] Attachment Node >6758ab96-33a1-49f4-8aa2-37913cfcaa5d>bottom detached completely
[LOG 21:52:35.157] [Simulation] Attachment Node >6758ab96-33a1-49f4-8aa2-37913cfcaa5d>ReinforcedConnectionJoint detached completely```
ah
did u want me to explain it, idk if u want spoilers
the chute must be parented to the probe
up to you I don't mind
...spoilers?
guessing to do with mechanics
the probe took collateral damage from the chute being destroyed
but its way too high lol
oh like it hit the chute or something?
well like if an engine explodes it would damage the attached fuel tank
so cascading explosions can occur
but should parachute be doing that?
probably not that much
alright
its based on the part explosion potential, from the base game
I guess it just surprises me that parachute has potential to damge other parts like that
engines make sense to me, explosion n all
oh yeah it doesnt make sense for parachutes
ah kk
its also way too high for some reason
its highly randomized
how big of a difference do grades make?
like is max grade gonna feel close to vanilla?
well thats random
some parts at max grade wont fail
at minimum grade, some parts will fail on rollout
im gonna rebalance chute damage tho
pls fix the science levels not working bug thingy plsss
its meant to be roughly realistic, i think they are failing a bit too much
the science levels should be working in the hotfix
cool is it on Spacedock?
ya
0.37.2
im still unsure how that probe took that much damage from collateral, it must have been the booster that exploded from the parachute
the booster explosion just wasnt in that section of log tho
o
your testing is giving so much good data, thx for this
happiness
G
you should make the background scroll half as much so that it doesn't loop back around
yay I made.. a tiny bit of progress
also please for the love of jebediah kerman please put a non-rover probe core earlier in the tree
definitely if i could figure it out
yay
the first tier is radial / surface parts
tier 1 is XS / 0.625m, all the tiers are just bulkhead sizes
i'd move stuff but thats the rule lol
then make a scaled-down stayputnik that can't do SAS and has no battery storage
i guess stayputnik could be an exception
ik its difficult to fly initially with these parts
new question sorry if I'm asking too much lol
let's say I use a parachute for 100 seconds in a flight, will part grade be less effected than if it was used for 300 seconds
yeah mach 2 in a truck, great idea...
the longer the chute is deployed, the more damage it takes rn
ill fix it to be more speed-based
okay, but basically I'm asking is if it's used for longer will the part grade be upgraded more?
obv if it doesn't break lol
oki
basically, if u wanted to make like a parachute test vehicle, put a bunch on a vehicle and do a brief flight
something like this is the idea
then u could also repair them on landing as well
to see how damaged they are
it's time to make a rocket seat
oo does repairing give bonus to grade improvement?
like finding the fault or something
jeb... jeb..... jeb where are we goin with this 🥀
lmao
wonder if I cuold land it on the VAB roof actually
yeah or you could just fuckn do this
oooh new bug
when you revert to launch, your tanks change fuel.. somehow
(my mono is gone, replaced by ox)
ye it's broken from redux modding support or something like that
gotta go reset from vab for now
kerbal engineering
KSRe sure has lead me to build some.. interesting things back then
for science
what is this laggg
whatever it's almost capable of 70 km
it's okay let's just use more seps
oh the lag
and wobble 💔
this was a bad idea
btw I presume the blank here is a bug
I don't have bio fuel level showing up so I wonder if it's glitched
will attempt doing more stuff with engines to see if it does show up tho
what even is bio fuel
well
you mix biofuel and oxidizer for one of the basic propellents
3:2
Oxidizer:Biofuel to run the lower tier engines like spark and swivel
but rn I'm tryna work out why biofuel isn't appear in rocket science when using biofuel engines
yes but what is biofuel made of
oh my
there's a reason there's no kerbal graveyards :)
alright seriously where is the bulldog truck thing in the tech tree
I saw it somewhere but it depends if you've got enough science for it to show up
but I would presume you have
I have 519 rocket science
ooh what I need rn is data science levels
oh nvm the node is literally right there
it's called "space truckin" 🥀
ye lol
help
ksp 2 the future
I do not understand how you upgrade this level
I just took a new surface sample from the mountains and got diddly squat more levels
even though I had not done that biome before
so new surface sample works, but also just any, you can redo old ones
idk if you need to use the arm to get sample data or if kerbals do it just as well but yeah
couple surface samples of same place should work
I think that's what I did
ok had to watch the artemis briefing, lemme catch up
none of that did anything 🥀
thought son my staging? 
oh it's freezing even before I hit the space button
more POWER
4 fps
not exactly but close enough, for simple fuel ratios
nice
for this would have to see part of the save file
btw the science reward thing is wrong
like here
the last one it said was 20 but then the reward gave me 50
oh looks like running that many separatrons farmed me rocket science...
basically if u find this part of the save file, thats all i need
got some ideas for a science farm 
with the full list of rocketScience
yep so u get a buff based rocket science level
"SaveData": {
"$type": "KSRe.RePlugin+ReSaveData, KSRe",
"modVersion": "0.37.2",
"lastDailyUpdateUT": 21601.0,
"agencies": [
{
"name": "Kerbal Space Agency",
"rocketScience": {
"Engineering_Assembly": 71,
"Control_Region": 100,
"Control_Launch": 173,
"Control_EVAGround": 5,
"Psychology_CrewObservation": 13,
"ScienceData_SurfaceSurvey": 7,
"ScienceSample_SurfaceSurvey": 43,
"Engineering_Age": 51,
"Flight_Impacts": 167,
"Electrical_Wheel": 178,
"Command_Missions": 236,
"Engineering_Repairs": 12,
"Engineering_Faults": 121,
"Propulsion_SolidFuel": 130,
"Flight_Collateral": 52,
"Biology_Data": 9,
"Biology_Sample": 34,
"Aeronautics_Data": 39,
"Aeronautics_Sample": 46,
"ScienceData_MarineSurvey": 6,
"Flight_GeeForces": 7,
"Propulsion_SolidFuelBooster": 19,
"Flight_Heat": 1,
"Aeronautics_Parachute": 51,
"Control_Landed": 18,
"Propulsion_Methalox": 168
},```
like here the buff is +50%, so any science earnt, u get that amount extra
in that category
ty, will fix that blank next update
ty :)
for now the solid fuel level will be a bit low
epic
also for fuel ratios
is 1 fuel tank for each of the same size viable
or do I need to do like 2 for 1 type and 3 for another etc
every tank container size is standardized so u can use any tanks for any fuel, just need to work out the ratio
what is the bio fuel ratio?
3:2 by volume
so 3 oxygen tanks and 2 fuel tanks, or 1.5 oxygen and 1 fuel
and yea the flea bug is known, it usually resolves on launch
yea orbit is much easier to have the parts for, if u use a small probe
the nosecone probe and flea has heaps of delta v
the challenge is just finding the parts i think
the feal scaling bug also applies to the gizmo
ya ik its a bad bug
idk how to rescale parts
best to use simple designs with the flea
tho, often they are just visual and resolve on rollout
welp got my first orbit
can't say it wasn't messy but I did it
the whole deactivating engine thing is something I need to get used to
frick.. the engine didn't light up in space
welp
was thinking about that
or just toggle the throttle unlock and use throttle cutoff key
o
I just got it too but then my craft just randomly exploded lol
rip
dang
ye
so yeah my spark engine is what failed me in the vacuum of space
hold on lets revert 
getting enough delta v should be easy now
the other challenges are where u may struggle
interesting
(also this fits the 2.5x planet scale mod, when we have that for redux)
basically i recommend hypergolic engine at first due to reliable ignition
or just the puff
so what can fix that?
ullage motors irl, here u can just use RCS
so basically thrust forward with RCS so you're not in zero g when lighting the engine
OH
to settle the fuel in the tank
so I could use the current spark engine with a mix of rcs?
yup
hype
hypergolic is just simpler bc they never fail ignition
pssshh I need to suffer
lol
I mean spark will be more efficent right?
oki
hypergolic is almost unlimited relights
ill let u find out anyway
trying not to spoil it all lol
for those that are harder to ignite, does it mean you need more thrust or?
its just ullage, they have high rate of failure in zero g
so in theory if you aren't in zero g it should be chill
yup
oki
but what i recommend is using an engine test stand to investigate engines yourself
test them on the pad, take a kerbal and inspect the damage
it gives science and u should be able to figure out how the damage works from that
ah ye
particularly when relighting engines multiple times
did some engine pads just to get some research
I saw after a few reignites that blows shit up
ok cool
but yea the inline main engines are more efficient but there are those tradeoffs now
makes actually perfect sense
less big number need bigger, more intellectual planning so that it doesn't all fall apart
since for most part was just delta V that I worried about vanilla
exactly, its just one of many challenges realistically, and stock parts were way too heavy
now its a bit too easy on stock solar system
o
the orion upper stage engine is hypergolic btw
its just that in the game i could only make radial engines hypergolic
they're useful on stages where throttle is needed and multiple restarts, perfect for landing
i def recommend twitch over the spark but its up to u
kinda hard to explain all that to new players lol
o I haven't got that
mostly bc u wouldnt even think of these engines as a veteran
ya
i think ppl will always choose spark
propulsion is probably the biggest challenge now
so dw if it takes a while to figure out
ok, u can check flight report
ye, so my decoupler is what's exploding it looks like
ok
can u check log for decoupler_1v_inline damage record
this might be that decoupler bug again
[LOG 00:28:18.481] [KSRe] decoupler_1v_inline Damage Record | Engineering_Age= | Flight_Heat=76.12 | Engineering_Faults=82.53
[LOG 00:28:18.481] [Physics] Destroying Joint: fueltank_1v_inline_methalox_1x8.prefab_d0f9957c-e713-46bd-9f18-e737d998017a (UnityEngine.GameObject) -> decoupler_1v_inline.prefab_38ba2ca9-0347-46ab-900c-785f55de0c9a (UnityEngine.Rigidbody). Owner: [NULL]
[LOG 00:28:18.482] [Physics] Destroying Joint: decoupler_1v_inline.prefab_38ba2ca9-0347-46ab-900c-785f55de0c9a (UnityEngine.GameObject) -> engine_0v_methalox_spark.prefab_44b66470-6393-48f8-b475-856a5e611a50 (UnityEngine.Rigidbody). Owner: 51e9cfda-1a9e-45d4-8287-a759b7f944c1
[EXC 00:28:18.482] ArgumentNullException: Value cannot be null.
Parameter name: obj```
I'm missing something then?
i guess what i could say is that part heating is a lot more significant now
and the indicators aren't shown any more
ah
so yeh if u go like 5 gees off the pad and burn through the atmosphere, stuff will probably melt
so slower ascent?
idk what the rocket looks like
hmm alright
but yea generally slower means less heat
it could be a bug but idk, and i dont wanna spoil the gameplay for ya
fair enough
so basically if u want to investigate damage, the best way is the pal upgrades
then u can use the diagnostic app and see if a part is overheating, etc
so can that be done without kerbals with the pal upgrades?
yup
right
the pal upgrades mostly provide additional data in the diagnostic app, when u have a probe core
ah cool
i def need to think on how to convey some of this in game tho
heating in particular
yee
ill probably switch stuff over into the flight report from the diagnostic app
makes it more visible at least
i guess the balancing factor is how to make early campaign barebones without not providing enough data to solve these problems, and providing upgrades that help
u need some kind of overheat indication, but also the pal upgrade that is worth investing in
the report said 3.9g max, i mean if this is in lower atmosphere then yeh it could heat like that
might have to do some testing
if u can send a screenshot of the vessel or workspace it might help
but nbd
np, thanks for all the feedback
np :)
why does the tire company hate me in their 4 wheel sidequest?
ah the beach is further away from the ksc
u gotta drive for a while
im gonna try going north actually, it might be closer
it just says launch a vessel with 4 wheels D:
oh i thought it was the drive on the beach one
