RobFalcon

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About RobFalcon

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    Rocketry Enthusiast
  1. [1.3.1] Thor Tech v0.9.0 ~ [Feb 18, 2018]

    Oooo..... This could be a perfect solution for an amphibious rover design I've been working on! Been looking to keep it fully electric, for maximum range, and so it's already got a nuclear reactor aboard. Grabbing now!
  2. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    StarCrusher96 mentioned a bit back that Terraformed Duna would return later on, I believe related to plot reasons. (Though I cannot find the specific post about it.)
  3. Well, I've been messing around with Kerbin-Side of late, so I might be able to suggest a thing or two. @Jesusthebird The way I would go about this is; First: Go into KSP and determine which bases you want to keep. Second: Go to you GameData/KerbinSide/MainBases folder. Each base has its own folder, by name. Delete the bases you don't want. I do this frequently with the KSC Upgrades. They're okay, but I prefer keeping the KSC stock (especially with a career mode). @TachyonGMZ I can't speak with regards to 6.4x Sigma (I don't use it), it's not impossible to adjust bases yourself. I've been doing that over the last few days with KSS (which modifies Kerbin a fair amount). If you go to the base you want to alter (with a Kerbal or a probe) and hit Ctrl+K, you'll open up the Kerbal Konstruct interface. You can then go structure by structure and move them as you want. The original thread for Kerbal Konstructs has tutorials on how to do various things. It's a little outdated, but it's helped me in my endeavors. I will post it below.
  4. What did you do in KSP today?

    So, today I was jumping around Kerbin grabbing screenshots of every Kerbin-Side base. The end goal is to jump around Kerbin in KSS with Kerbin-Side installed and tweak them all into as close to their original configuration as possible. Then I saw this... Seems like a good thing I'm not planning on doing anything else with this particular Kerbin. Looks like it's about to be blown up by the Death Star. And yes, I know that's the Mun. Not a space station.
  5. What did you do in KSP today?

    Just remember, you always matter. Unless you multiply yourself by the speed of light squared. Then you energy.
  6. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    Update on the Kerbin-Side front: On further investigation, I found the Kerbal Konstructs internal editor. It should make repositioning a piece of cake. Having the Ultra-Lite install will still help tremendously. So, while there'll still be a bit of a delay before I get my playthrough up and running, it shouldn't be nearly as challenging as I had initially feared. (To anyone else interested in running Kerbin-Side with KSS, I've asked on the Kerbin-Side forum if I can make my updates public once complete.)
  7. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    Yep! That absolutely did the trick! Thanks much!
  8. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    So, at this point, I've got everything pretty much working. KSS is more than happy to run alongside the parts and gameplay mods, and I think it actually loads up a bit faster than with Part 1. However, Kerbin-Side is still confused with the new heightmap. So, a little bit of code surgery is required. I know what I need to do, specifically go through the various base files and update their elevations. (I've asked the questions over on the Kerbin-Side thread on which number to update, to make life a little easier on my end, though I'm confident I can determine that myself if need be.) The question I have for @StarCrusher96: I'm sure this process will involve a lot of times going into and out of the game, and I'll admit I'd like to find a way to do that where I don't have to wait the 10-15 minute load time. So, for Kerbin-Side troubleshooting purposes only, is there a way I can install just the KSS modified Kerbin into an otherwise stock game? I just need something where I can bounce around Kerbin, check elevations for the various locations, and check the results after I've updated them. It's not a gotta-have, but it's a nice-to-have. Regardless, everything is looking awesome, and I'm looking forward to delving into it!
  9. Two questions for @Ger_space, I'm planning to do some exploration into making Kerbin-Side compatible with KSS, since I'm not sure who else other than me is interested. (I don't think it's either your responsibility or StarCrusher's to do so, since you each have your own lives to live, and all. ) I'm pretty sure I know what needs to be updated and how to go about it, but wanted to check. First: The Lat/Long seem to be okay for everything, but the elevations are off with the mod's heightmap. Within a given structure's config file, which number refers to elevation? (And as a part two, is that value in Meters, or something else?) Second: Assuming I'm not the only one interested in using KSS and Kerbin-Side at the same time, and assuming I'm able to complete this project in a reasonable time, would you be okay with me making the updates available to others? Thank you for taking up maintenance of this mod! I've enjoyed it for quite a while, and look forward to using it more! EDIT: On further investigation, I found the Kerbal Konstruct's internal editor, which will make repositioning a piece of cake. Therefore, I won't need to mess with the config files. So, the first question is moot. However, I am still curious if I can make my alterations available to others if they so wish.
  10. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    That happened with me as well, once I had all the planet pack files in. When I was testing Part 1, the habit I got into was to fire up KSP, then go away and do something for a while. And this is with a fairly beefy machine. Looks and plays just fine one it's up. It just takes its sweet time getting there. Consequently, I'll be installing my various parts and gameplay mods, test them out to make sure they all still play nicely, THEN install KSS.
  11. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    And I just went and collected everything for my modlist. And today contained my last finals for the semester. The timing could not be better!
  12. HSP: Objective--Eve!

    Just reread the full series, and found I had missed 'liking' a few posts! That egregious oversight has been corrected. Looking forward to more, whenever you're able to resume!
  13. [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    If I weren't in grad school right now, I'd love to join in. Maybe later on, once I can get some of my free time back.
  14. I would suggest either asking with the MKS or KIS topics, or using the Technical Support (PC, modded installs) thread. I'm not well versed enough to troubleshoot, but someone in one of those threads might be able to assist. Good luck!
  15. So... an image has come to mind when looking at the planets of this mod which is a little terrifying, but also kinda awesome. I thought I'd share it here, see if anyone else sees what I see. (Or maybe if the connection was intentional, given the name.) When looking at Reaper, especially in the trailer footage when the planet is first shown, I get a very odd Grim Reaper like vibe. The way the clouds spin along, partly obscuring the surface below, it's almost like looking through a tattered cloak at the bones beneath. @Gameslinx Congratulations on making some AMAZING planet packs. I know your first pack, GPO, will have compatibility with KSS. Any chance BK and AK might as well? (Yes, I know this means we'd have what amounts to four modded Kerbol systems within KSS, but I, for one, would be perfectly fine with that. )