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Everything posted by WillThe84th

  1. I haven't really had much time recently for this sort of stuff, but I have just updated it and I still plan on continuing to work on it.
  2. I have just released a compatibility update.
  3. It'll probably work with 1.4 then. I haven't tested it.
  4. It should be, but some of the colors might be off for Jool.
  5. I have been busy with school stuff recently so I have not checked the forum. But I plan on updating this as soon as Kopernicus comes out of 1.4
  6. That would be great! I would love to hear any options you have regarding the star, and I would love to discuss if further as well. If you could send your log next time it happens that would be a big help. If that's what you want then I recommend that you take a look at this.
  7. That's true, but the issue is that there is a difference between the tier 1 and 2 runway and the surrounding grass.
  8. The way the runway levels up is very weird. It starts off so bumpy that it is easier and safer to just take off from the grass right next to it. What I'm proposing is that the runway start off very short, and progressively get longer, instead of the runway starting off very bumpy and getting progressively smoother.
  9. I didn't think I would but I completely understand what you're talking about.
  10. Yes, "1" is equal to approximately original KSP scale and "10" would be equal to RSS. I just set it to "2.5" by default to be a nice balance between realism and difficulty while still being able to use stock parts. And yes, it increases the distance between bodies as well. Sigma dimensions does a good job of scaling up the stock antennae ranges, so that is something neither of us have to worry about. As for the Remotetech configs, I have included multiple preset configs for different scales, and you don't have to do anything with the files. All you have to do is select the correct config in the in-game Remotetech settings. I don't really know what other Kopernicus mods would work with this mod. I would suspect that it would depend on the structure of the system. Mods that make modifications to the same files that this one does would probably have conflicts. I will try to add more integration for such mods in the future. You do not have to do anything with the files in the compatibility folder. All of that should work automatically. I have addressed that problem and I believe it has been fixed in the latest update. (1.0.3)
  11. Thanks, I just added a link to an Imgur album, and I'll work on getting more in the future
  12. This is a continuation of my mod Realistic Remodel. (Almost) Real Solar System is kerbalized version of Real Solar System. It keeps the stock planets but changes them to be more realistic. The orbits and sizes of planets have been changed to be in the same ratios as our solar system. Some planets have been moved around to fill in some gaps, and names of some planets have been changed as well. A few color changes have been made, and more are planned. Kopernicus and Sigma Dimensions are required and OPM is highly recommended. Download Imgur Album Scaling: I have added a scaling feature using Sigma dimensions to allow you to change the difficulty according to you. The default setting is about 2.5x stock scale, while the atmospheric height and rotational period are the same, but this can always be changed in the settings file. Color Changes: Some of the planets have a had their color changed to be more similar to reality. Marcx (Previously Duna) have been changed to be more of a rusty color than a bright red. All four gas giants have slightly different colors, with Jool's being the most extreme. Compatibility: Distant Object Enhancement: Added configs to support color changes of planets. KSC Switcher: Added 4 additional launch sites around Kerbin. (In my testing the download from the RO repository here works) RemoteTech: Added an assortment of preset configs to choose from in the in-game settings. You can also create your own. Planned Features: Color change for other planets, including Vixen, and various moons. Support for visual mods. (SVE and EVE kinda work) Maybe additional bodies. MIT License
  13. I've had this problem before, try running the 32 bit version :/ That usually works for me.
  14. After completing a pretty successful (So far, we'll see how the return goes :/) interplanetary mission with USI Life Support and UKS, (Partially based on SpaceX's Interplanetary Transport System) I decided to post a few things that are in my mind pretty much essential for a successful mission. Lower the consumption rate. This one is not completely necessary, but it's a good idea if it's you first time or, you've had trouble in the past. I did it, and my justification for it is that by default a Kerbal consumes 16.2 kg of supplies per day, whereas a human consumes about 3 kg of food and water per day. That seems a bit excessive. I know that they include water for bathing, and other things, but I think they would be able to clean the water and re-purpose it if they were sending Kerbals into space. This can be done by going into the USI Life Support Settings.cfg and changing SupplyAmount (and WasteAmount respectively). I changed it to 0.0025, but it's up to you. Also, if you are using UKS then you need to do this in USI-LS.cfg. On that note: Use UKS. Believe me, this is a game changer. Using UKS, you have access to inflatable modules, which means you don't have to launch all these crazy shaped structures and land them, just to have a semi good looking base. Other than that, it will give so many more features to your base, allowing you to eventually turn it into a whole colony. Plan ahead. This is a big one, and it's straightforward. This can vary from an intricate spreadsheet, to just making sure in the VAB that you're sending enough supplies. On top of Supplies, make sure that you're vessels can do everything that you need them to do. Multiple launches. This may be annoying, but sometimes it's the only way to go. My mission had 4 vehicles that landed on the surface before the crew even got into space: A habitation module, A greenhouse/storage module, a huge lander with a crap ton of supplies, and an ore processor to make fuel. Make it pretty. This is not necessary, but it will make your base more awesome. If you do these things than you might have something like (or probably better) than this:
  15. If they do end up adding life support it should be lightweight and configurable. To someone who just wants to play and get through the game, life support is just a hassle, but if your someone that wants a difficulty, then life support can add that. The reason I say lightweight is because if you use USI or any other "heavy" life support mod, its hard to get through a true interplanetary mission without devoting tons of space on your ship to life support or devising some complex strategy. That challenge would only be increased for new players.
  16. I did that in my Jool 5 mission around Laythe, then when it came to do the escape burn, I was 18 m/s off and I had to use KAS to separate the bridge and push my way back home.
  17. I actually like the Thud quite a bit, I have a launch that has three large engines that don't gimbal, so I clip three Thuds into a tank and use them as control engines.
  18. Scott Manley has been to Dres, and many others have, including myself.
  19. I watched The Martian for the second time yesterday, so I decided to do this. The plan is to send a bunch of missions to Marcx (a modified version of Duna from my mod Realistic Remodel) and eventually end up with a colony on the planet. Everything is stock, except for a few utility mods, such as Trajectories. Part I: Intelligence Lander Next I'm gonna try to do a manned mission based on The Martian, starting with the MAV.
  20. They could have some way of constantly downloading information form Earth, so you wouldn't have to wait 40 minutes for a page to load, but you would have to wait forty minutes for any new information to come across.
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