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MrChumley

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Everything posted by MrChumley

  1. Clickity clack... This thread is whack.
  2. Thanks very much for your input. It shouldn't be version dependant (not positive though). I'm not planning on changing any Kronkus assets anymore so if you don't want to move Kerbin you can just delete MoveKerbin.cfg. (see below) The patch is still in dev. The black/blue space center with no buildings was solved by adding a 'isHomeWorld = true' line to Kerbin. I have also been testing stuff out and have decided to try things a bit differently. Instead of switching Kerbin and Kersex , I just moved Kerbin into orbit of Kronkus on an orbit further out than Scool. I did a bunch of number crunching to keep the planetary resonance orbits a thing. I moved the Mun into orbit where Kerbin was and made Minmus a moon of Mun. It should be playable now (space center buildings back) Right click and save as MoveKerbin.cfg <~~~ put in GameData/Kronkus folder.
  3. Hello In ksp you must have a planet named Kerbin set to homeworld to get your space center to work. I think there is a way to change the "display name" so that you can kinda rename it. Sometimes (especially when moving Kerbin) the space center scene will be messed up (especially when loading up for the first time). Reloading a new game from the main menu sometimes works. Planet making is tricky, sometimes a black space center just means that your cfg is broken. Good luck with your planet making... Take baby steps and maybe help out with some existing packs before you dive into the deep end?
  4. I hope the total silence indicates that all is well in the Kronkus system. Or maybe I need to totally change things up to provide a more imminent challenge? Like pulling the ole swicharoo on Kerbin and Kersex? That way you start out in the gravity well of a huge gas giant? Any thoughts? If you want to try out my proposed changes: Right click and save as MoveKerbin.cfg <~~~Put in GameData/Kronkus folder. Changes will be in the next update, depending on feedback. Please let me know what you think. Anyone tried the OweeBooBoo run yet?
  5. Hello I've been enjoying this mod. I setup several custom bases on a couple of my kopernicus planets. I was wondering if it was possible to "recover vessel" when you are not on Kerbin?
  6. I am interested in finding an n-body simulator to see how (un)stable my Kronkus system is. Its slim pickins trying to find one with any concept of user friendliness, or any one at all with current links. I think most people doing this stuff have PhD in astrophysics.. I found this. Though the d/l seems to work. And the documentation seems to be there. Its somewhere to start at least. Good luck! I'll keep an eye on this thread.
  7. I can't resist a terrible joke thread Q: How do you get a baby kerbal to sleep? A: You rocket.
  8. That is a known bug that only effects the Space center view. It's mentioned in the OP. You can go to the tracking station then back to KSC and it will be fixed. But since its just a visual effect that only effects the KSC screen, it is easily ignored... Just don't sit there staring at the KSC... late ninja was late
  9. Asclepius and Kronkus are both stock compatible, and have full science definitions, etc..
  10. Hello! I've been searching for a perfect high visibility in IVA, low weight, 1 kerbal command pod. This pack has both the Otter, and the HERP command pods. Exactly what I was looking for! I've been using them for awhile, and I thought the HERP needed more in the way of IVA instrumentation (more than just the Nav-ball) so I added (altimeter, VSI, speedometer, ground radar, etc..) into the internals cfg and made a pull request on github to share with everyone. I hope I did it right. Forgive my noobness if I'm stepping out of bounds. I made them all pretty small so as not to detract from the view.
  11. The yellow sub parts are @RoverDude 's otter submarine parts. On the old thread it said it got bundled with the above pack.
  12. Actually I don't think that line is doing anything at all... Queen's English or not
  13. Asclepius is actually Apollos son. So if this is a Greek god themed planet pack it makes total sense... (I thought I picked an obscure enough demi-god for my planet ) Cool planet pack! I really like the deep red sunset. I could write a compatibility patch for Asclepius so that it can be moved around to fit in with your Imperial planet pack. If or when there was any interest in that sort of thing...seems to be OK right now. I checked it out, and messed around a bit with the rings on Apollo. It still goes transparent when the sun shines through though. Hope that helps.
  14. Ahoy kerbonauts! Just a small update: AsclepiusV3 can now be installed via CKAN. Add ContractConfigurator-FarOutContracts too for custom contracts offered in career mode! *contract pack requires Contract Configurator Enjoy
  15. Building an SSTO that can make it to orbit with any amount of d/v left over is a tall order to fill. I recommend adding a docking port to your space plane so that you can dock and refuel after achieving orbit. Another tip: Sometimes less is more. If you ran out of oxidiser and still had lq fuel left on your last test, remove the extra liq fuel instead of adding more oxidiser. My SSTO flight profile goes something like: Take off and achieve 250 m/s then pull up and climb at 45deg or less making sure that I am still gaining speed the whole time. Start SLOWLY leveling off at about 10k and make it to 11deg climb angle at about 14k. Keep it stable through the Whiplash/Rapier power band to boost your speed to at least 1200m/s. After your jets cut out nose up to 20 or 30 degrees and fire the rockets until AP is in space.. Then hold prograde while drifting into space to minimise drag.. Then circularise at AP. Good luck with your space plane building endeavours!
  16. You are right. I was wrong. The F1s did not throttle.
  17. The F1 had a throttle range of 56%-100%. The middle gimbal was locked.
  18. The OweeBooBoo run is a custom contract that gets offered in a career game after you have orbited Kersex (a Kerbin-like moon orbiting the gas giant Kronkus). You need the mods (Kopernicus, Kronkus) for the planet, and (Contract Configurater, FarOut) so that the custom contract will show up. It entails you flying to a checkpoint high in the mountains on Kersex, a timer starts, and then you fly as quickly as possible to another checkpoint located at the end of a huge canyon by the beach to stop the timer and complete the OweeBooBoo run contract. Then, you take a screenshot of the completed contract with the times visible like the one I posted in the OP. TLDR: It's a race. You need the mods because it is a modded contract on a modded planet. *edit* I'll add that to the OP. It can get pretty intense... I almost put a lvl 4 Jeb into g-loc swooping in for the finish line on my entry
  19. Here it is: The OweeBooBoo Run The OweeBooBoo Run is a race! The OweeBooBoo run is a custom contract that gets offered in a career game after you have acheived orbit around Kersex (a Kerbin-like moon orbiting the gas giant Kronkus). You need the mods (Kopernicus, and Kronkus planet pack) for the planet, and (Contract Configurater, and FarOut contract pack) so that the custom contract will show up. It entails you flying to a checkpoint high in the mountains on Kersex, a timer starts, and then you fly as quickly as possible to another checkpoint located at the end of a huge canyon by the beach and complete the OweeBooBoo run contract. Fastest time Wins! To enter: Fly the OweeBooBoo Run custom contract in less than 5 minutes, and post a screenshot (or video) showing the time on the completed contract. Fastest time wins! Winners get a spot on the leader-board! (and fortune and glory) Hard Mode 1st: (none yet) 1st: MrChumley time-- 1m25.440s 2nd: (none yet) 3rd: (none yet) RULES Required Mods: Kopernicus ZIP (makes adding custom planets possible) Thanks @Thomas P. Module Manager (bundled with Kopernicus) Thanks @sarbian Contract Configurator ZIP (makes adding custom contracts possible) Thanks @nightingale Kronkus Planet Pack ZIP (adds a ringed gas giant with 4 moons, and a moon for Dres) FarOut Contract Pack ZIP (adds several custom contracts, also adds Kerbal Konstructs bases when used in conjunction with Kerbal Konstructs)) Optional: Asclepius ZIP (Adds Asclepius the planet with sand, oxygen, and canyons, and it's lonely moon Kruel) Kerbal Konstructs ZIP (add for bases on Kersex that you can launch stuff from) Thanks @Ger_space Kerbin-Side continued ZIP (adds additional buildings for use with Kerbal Konstructs) Thanks @AlphaAsh @Ger_space Waypoint Manager ZIP (add this to make waypoints visible in flight mode) Thanks @nightingale Other mods will be allowed. Please indicate what mods that you are using that have a direct effect on your time. I reserve the right to disqualify you from the leader-board in the rare case you use a mod I deem too "cheaty". Most part mods are ok... Even if they have insane thrust. Just ask if you are unsure. Hyper-edit, (and ALT-12 cheats) are allowed to position your craft for a run, and to orbit the planet initially, etc., but can not be used after the first checkpoint is reached. The craft you begin the OweeBooBoo run in should be the same craft that you finish in. Hard mode: Only 1 engine allowed. Please include craft in screenshot. (extra fortune and glory) Note: The Contract requires that you Orbit Kersex before the contract is offered. FarOut will only offer 3 total contracts at a time, and The OweeBooBoo Run can only be completed once (remember to F5!). Sometimes the OweeBooBoo contract refuses to show up even after repeatedly declining other FarOut contracts. You just have to be patient and check back after warping a few days. I had a lot of fun making and testing this particular contract. I think you will enjoy it too. Example entry screenshot: I understand that few players are willing to set up an entire new set of mods just to do one challenge. Part of what I am trying to do here is to generate some interest in mods that I am involved in, and to show off some creations that I have poured my heart and soul into for YEARS. There is more than one custom contract included. All my planets have custom science. Images have been compressed into .dds format for memory savings. You would not imagine the maths it took to get some of the orbital parameters (1:2:4:8 resonance of Kronkian moons, and a moon for Dres that is tidally locked to the sun). If you install this set of mods, it will open up a whole new avenue of career progression in game. Also- If there is a modder out there proficient in getting Scatterer to work on a new planet, and would be kind enough to consider contributing, your efforts would be most welcome. Tickets are free, there are a few mods to download, and you must provide your own ride. Good Luck!
  20. My must have visual mod that takes up the least memory award goes to: Distant object enhancement bis it adds dots of light to see planets from far far away. And occasionally, when the light is just right you can see other orbiting craft zoom by.
  21. Hello I've updated the FarOut ContractPack. v2.0 Release zip It adds some fun custom contracts for Kronkus. I'm going to put an OweeBooBoo run leaderboard up on the first page Post a screenshot showing your best time to be added to the list! It requires Contract Configurator
  22. Download Contract configurator, place ContractConfigurator folder into the GameData folder. Download contract pack. Place contract pack folder into GameData/ContractPacks folder. Then just start the game as normal. The GameData folder can be found in your ksp install directory. Most mods work like this... They go into the GameData folder, while maintaining directory structure.
  23. Hello. I have made some contracts for my planet packs. I've been doing some testing, and have ran into a snag of sorts. My problem is that after you successfully complete a timed waypoint contract (ex. kessler run, OweeBooBoo run) in less than 5 mins it is supposed to set an Expression (OweeBooBooWin = 1) and that expression is a requirement for the next contract that spawns a miner rover at the finish line so that you can refill... But the second contract is not detecting the expression used as a requirement. Hence the miner contract isn't being offered. I made these contracts several versions ago , and they worked back then. Any help would be appreciated. I hope I explained it adequately. Can I just use the completed parameter for another contract as a requirement for the second contract and not use any expression? Is there a better way to do this? Here is a link to the files in question: CCOweeBooBoo.cfg CCoweegg.cfg They are on github Here. Also I just wanted to say THANKS to nightingale for Contract Configurator, and all he has done to make KSP more awesome! Its huge in encouraging creativity. Going back to test these contracts was pretty fun so far: Do you think you can beat my time?
  24. that's quite an extensive modlist! How did you go about installing? (D/l from forum link, Ckan etc?) Old save games are not guaranteed to work when adding / subtracting planets. If you start a new career save with Kronkus, I'm sure you will be greeted by the ole familiar dirt hill launchpad and lvl 1 facilities. Kronkus supports Environmental visual enhancements with Kronkclouds.cfg to put clouds and eclipse shadows on Kersex. Sometimes when you go to the KSC the scene will look messed up after returning from a scene with a kopernicus planet. (Funny sky) but in game it is fine. Kronkus currently supports Kopernicus 1.3.0-5. (1.3.0-6) seems to work so far for me. I hope we can get this sorted out so you can enjoy my planets.
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