RobFalcon

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About RobFalcon

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  1. RobFalcon

    [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    To your first, if I recall correctly, it’s modular so that people can pick and choose what they want / what their computer can handle. So, I’m pretty sure it’s only modular. To your second, it may well be compatible. The mod team is working on the next update, which will give official support for 1.4.x, but the current version was built for 1.3. There’s no guarantee that it’ll work for 1.4, but if the dependencies (Kopernicus) have been updated, then give it a shot. Maybe it’ll work, maybe it won’t. But the mod team isn’t going to say it’s compatible with 1.4.x until they’re ready to.
  2. RobFalcon

    [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    Roger that! Admittedly, I tend to use 'playthrough writeup' and 'storytelling' interchangeably on this forum, though I do recognize the difference. Mine will be something of a blend of the two, something akin to Hotaru's "Hotaru Space Program". I expect I'll have some narrative and dialogue for certain events, along with the reporting of events as I go.
  3. RobFalcon

    [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    You don't necessarily need to be able to mod. While you won't have the actual flaring star Archangel, you could always go another route. For example: "Kerbalkind has recently discovered that their home star, Kerbol, which has shone on them for billions of years, is about to undergo a cataclysmic event which will devastate their world. A small group have banned together to try and find a home in time and evacuate as many as possible." So, they may not ever actually see a problem with Kerbol until it's too late. Give yourself a set deadline to either get further from Kerbol or to another system entirely. After that date, you consider the Kerbol system to be destroyed and you can no longer return. You may need to use other mods to support this, such as a population mod or Extraplantary Launchpads, but I don't think you would need to modify any of the mods themselves. Oh, and @Gyrfalcon5 , I look forward to seeing your playthrough writeup! I've been planning one since about... KSS 0.6, but school demanded most of my time. Now that I'm done, I'm brushing the dust off my concepts, updating a few elements, and am also awaiting 0.8. See you in the Mission Report forum!
  4. I read through the full thread today, and everything looks awesome! I look forward to seeing how this develops. Quite note: I really liked the NX-Refit inspired mothership. It would be neat to see that developed a bit further!
  5. RobFalcon

    [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    Fair enough! And, given that I planned on putting in a few extra bases of my own using Kerbin-Side et al., even if I needed to disable something I could regain it in another way. Thanks!
  6. RobFalcon

    [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    Finally back to regular lurking! I've finished with school, so now I can actually get back to planning my next big KSP run! A question of curiosity as I rebuild my plans. I saw the comment a couple pages back that 0.8 will be compatible with the latest version of KSP. Does this include the Making History DLC? I ask because I know Squad has added in another launch site, and am not sure if the modified Kerbin will need any massaging to incorporate it. (I checked the Planned Features list before asking this, just to make sure it wasn't already answered. ) I'm looking forward to actually getting into this!
  7. RobFalcon

    [1.3.1, 1.4.3] Thor Tech v0.9.6.2 ~ [May 10, 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!
  8. RobFalcon

    [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.)
  9. 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.
  10. RobFalcon

    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.
  11. RobFalcon

    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.
  12. RobFalcon

    [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.)
  13. RobFalcon

    [1.3.1] Kerbal Star Systems [v0.7.3] 11 Dec 2017

    Yep! That absolutely did the trick! Thanks much!
  14. RobFalcon

    [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!
  15. 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.