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Ralstemar

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Everything posted by Ralstemar

  1. Unfortunately I cant use ckan on linux, and whenever I try on the latest versions it throws a version compatability error and will refuse to load whatever mod.
  2. I have finally managed to set up a mining/refinery on minmus, with capability to dock to Clamp-o-tron Sr. and all is going well there (took me forever to actually land it because of part counts and a dogwater cpu though lol). And am looking to set up a "gas station" of sorts in low to mid kerbin orbit where most of my craft tend to be parked. This poses a question. How would I go about making a tanker capable of taking large amounts of fuel from minmus, to LKO? Recovery and funds are not an issue as this is a sandbox run. Thus far my best idea is to just haul a bunch of empty tanks into space, with seperate stages/sections with full tanks for actually moving the vessel. But at what point does the TWR/DV just become unacceptable for something like this? Or is there a better way? Additionally, any input regarding the "Gas station" would also be appreciated!
  3. ExtraKerbin update 1.1 is out! Mostly minor fixes, but I figured until I can recoop enough time to sort out everything else, its worth sending it for now. The changes included in the Update are as follows: -Seperated body CFGs -Fixed Niermun's scaledSpace texture (known issue remains: disappears at high altitude zoom out??? can anyone confirm?) -Gave Niermun a 70km SOI -Gave Ringer a 100km SOI -Lowered the gravity of all Moons to be a bit more in-line relative to Minmus and Mun -Raised Niermun's orbit to be more realistic orbit (KSP wiki names the hill sphere of kerbin at 136 185 km, Niermin is now beyond this, but still very close.) -Updated Ringer's ring texture (Known Issue: ringer scaledSpace is abnormaly bright in contrast to PQS) -Updated Ringer's description
  4. Ah, yes! I am trying to work out that as well. Like I say, my attention is with the textures at the moment, but the SOI/gravity is a fairly simple edit to make. At this point where im playing around with it I'm just trying to strike a good balance between "Holy hell this will blast my Geostationary fleet out of orbit the SOI is so large!" and "this SOI is kinda tiny" Luckily Kopernicus has a very handly little SphereOfInfluence paramter that i can just change, but not sure where exactly I should place it at. If you have any input to this let me know! Keep in mind im also planning on making the orbit of Niermun a bit larger (appx. halfway between mun and kerbin)
  5. Hello! I have thus far been enjoying ksp for the last few months on the latest (1.12.4/1.12.5) version, however now I seek to try out RSS and similar "realism" mods, but they require 1.12 or 1.10 or whatever other specific version. I purchased the game through the Private Division store, however the store only seems to list a few specific versions of the game (none of which are the ones I need). Is there some hidden menu on the download page, or is it just not possible to get the versions I need?
  6. Thank you for taking a look into this and for the, really quite detailed advice and pointers on this! 1. Yes I do seem to be having a bit of a tough time fully grasping the way the texture/normals/heightmap system works. Kittopiatech I also cant seem to get working for the life of me (maybe it's a linux incompatibility thing?). As for the rings, that's good to know, for some reason I guess I thought ksp textures needed to be squares (I guess all the examples I looked at were square, assumptions on my part I guess) simple enough for the rings then, I knew there was something off about them! As for file/folder structure, I'm aware of the downsides. I just probably cant seem to set it up, because it either causes my pc to overheat and restart or just not load the planets, logs dont show any oddities (again, linux incompatibility??) And you are 100% right on the gravity. In hindsight I realize that the only one that should have high G is ringer (maybe Oleg given the description...) ,(also with the benefit of hindsight, I should increase niermun orbit to maybe about 800km, that way it's a bit realistic, but still close enough to almost be considered an extension of kerbin) All try and start working on how I can fix these later on today for textures/heightmaps I found a noise generator which works decent enough, still gotta figure out normals and all though
  7. Just curious to see any community overlap between CB radio and KSP
  8. With all these huge planet packs adding planets far beyons Eeloo and beyond, sometimes it's nice to focus on the closer things. My solution was devote my sanity to learning Kopernicus modding, and create these 4 moons. This is my first mod for KSP, so it might be a bit stinky and unpolished (especially the textures), but I am proud enough of it, and I will update it as I see fit. Requires Kopernicus download https://spacedock.info/mod/3273/ExtraKerbin#info Body list: Niermun: Small moon extremely close to kerbin, good pit-stop, or vacation spot, oddly green, the ground is NOT grass. It is theorized to be a chunk of Kerbin shot out from an asteroid impact long ago... (20Km radius) Igor: Tiny moonlet orbiting on the outer reaches of Kerbin's gravity, its unusual shape, size, and orbit suggests it to be a slow and icy comet captured by Kerbin (3Km radius) Ringer: Beautiful, large, rocky moon with a Beautiful ring, a true marvel, everyone is lucky to see it in the Kerbin system. (70Km radius) Oleg: Often confused for space junk, Oleg is considered to be a sister (brother?) moon to Igor, and likely came to be in the same way as Igor. Despite being smaller than Igor, it strangely has a higher gravitational influence, this hints to a high density, magnetic core, possibly classifying it as more than an asteroid. (2.4Km radius)
  9. I am making a planet in kopernicus, and would like to know how to add custom science/eva/crew reports I cant seem to find any documentation on it on the Kopernicus wiki, any help would be appreciated!
  10. Wow! Landed on Kersex, and watching Kronkus coming over the horizon sideways totally feels like out of a pseudo-realistic Sci-fi film, crazy good!
  11. I just kinda throw them wherever, kinda like tic-tacs. I will have a few extremely massive communications crafts around major bodies, and them dozens of really tiny relays, think of it like a mothership and it's fleet, except for communications.
  12. Hi! I have 2 seperate ksp installs, one that is heavily modded (with kopernicus and several planet packs) which runs fine (all be it slow lol), and a fresh, clean install with nothing but kopernicus and module manager, this small install seems to cause my pc to crash and restart shortly after loading past the main menu and into the actual game (removing the kopernicus, and only kopernicus folder in gamedata fixes it, and the game runs like normal), I am running Arch Linux on an AMD-A12-9800, is it possible that I have missed something while installing kopernicus? I know i have my gamedata folder structured correctly, and the log files show no oddities (i will still send them if need be), thank you in advance if you have any advice as to fixing this weird issue. (especially weird because my heavily modded install (6000+ MM patches, does not have this issue).
  13. I know it's quite an old thread, but worth pointing out that the link is broken
  14. Wow, this is actually a very well made add-on One small problem, I cant seem to get the disks/rings around the black hole to show, I'm fairly certain its instantiator that handles it, I've tried installing that separately, but I still cant seem to see any visuals, any advice?
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