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Found 6 results

  1. HELLO! have you ever wanted a mod like RO but for 64k (thats the simple way to describe it ) well now you can!!! it also works with ANY 6.4 scale Kerbin sized body. All rights reserved-Kerbin orbiter https://github.com/Kerbinorbiter/64k-overhaul/releases ISSUES? https://github.com/Kerbinorbiter/64k-overhaul/issues/new want me to add your mod? https://github.com/Kerbinorbiter/64k-overhaul/issues/new and create an issue with the tag entitled: "add my mod" DEPENDANCYS: Module Manager (that is it honest) SUPPORTED MODS: EDIT: ^ development thread also if you have any questions i will answer them as soon as posable (ASAP) should be up on CKAN before the end of the week (fingers crossed) has full support for @DECQs Soyuz spacecraft and rocket pack LATEST RELEASE: https://github.com/Kerbinorbiter/64k-overhaul/releases/latest (i hope it works) it also has a flag by @cratercracker which you can see at the top of the post it is in flag format (i sized it down to 256 by 160 px) and it still looks good
  2. <Introduction> Hi, this is Quodios Kerman. I recently started making videos of my 64k modded career play - named QKSE. I wanted to share my videos for your eye candy and for some advices to make my videos much more realistic and also artistic. I am uploading my videos on Youtube, so you can subscribe my channel. For some of you asking my mods, here's the mod list: <Milestones of QKSE> I have several goals that I want to achieve. They can be categorized into "Exploration", "Bases and Stations", "Vessels" and "Others". Specifics are listed below: - Exploration - - Bases and Stations - - Vessels - - Others -
  3. I have long considered putting up a career game writeup, a recent savegame mashing mod switch has given me just the opportunity I needed. I run a pretty heavy mod list comprising a mix of realism (make it harder) mods, and parts/diversity (make it easier) mods. I hope that by holding myself to maintaining this writeup I will curb my incessant urges to swap and change mods about which results in many many restarts Although I use realism mods, I do not try to recreate historical craft, I build from scratch to perform the job-in-hand. I have played Kerbal quite a while, but not yet long enough that a SSTEloo is "Just something I knocked together" I am still pretty new to some of these realism mods, so I will be learning as I go. (What better way to do rocket science?) Modlist; Difficulty Mods 'Other Mods' (Parts, pretty-fiers etc) Custom difficulty settings, 100% science and reputation, 120% funds and with 200% penalties on all. No respawns, (sorry Jeb you will have to shut the cloning facility) reverts and quicksaves only for glitches and simulations, any human errors will be lived with (or not) and be part of the story. All other options on hard. All launches are from KSC unless otherwise stated, the other sites are there for remotetech ground stations. Notes on Kerbal Construction Time, I put all my starting points into a single VAB buildline, giving me 0.8 buildspeed, I will make a note in each post about if/when I add points to this. So without further ado, let the explosions commence! Progress Updates 1st quarter Audit. 2nd quarter Audit Launch Vehicle Comparison @ Day 227 3rd quarter Audit End of Year 1
  4. After much frustration, I'm finally trying to go ahead with this. What was supposed to be "lightly" modded became my most bloated save ever. 60! 60 mods! No wonder it crashes every three minutes! The extensive modlist is as follows: CKAN file of my mods as of 1/3/16. Some entries were manually removed, RCSFX is NOT needed or compatible with 1.0.5, for example. https://www.dropbox.com/s/9fig6y3hfrytzqj/UssariSpaceProgram.ckan?dl=0 Primary mods are Tantares and of course, 64K, with a seasoning of various visual & realism mods that are HIGHLY SUBJECT TO CHANGE! But, I'm gonna stick with it and see where this goes while also writing a fanfic to go along with it. Difficulty settings: quicksave/reverting ON because crashes, no respawning, 200% funds rewards because 64k is EXPENSIVE, with 200% penalties, and starting funds around ₽100,000 after some necessary Kerbal changes. All launches are from territory controlled or "borrowed" by the Imperious Union of Ussari Republics. If you see KSC, someone is probably going to Kerberia. I've tried to get Kerbal Construction Time working but it doesn't seem to play well with KerbinSide's launchpad switcher, which is disappointing as it's such a vital realism mod. Any resemblance to the excellent career reports byShania_L and Landwalker is completely unintentional, absolutely not the result of careful reverse-engineering, and purely a case of convergent evolution. So, without further ado, I'll turn the floor over to Comrade Political Officer Credit for map to this guy.
  5. While waiting around for 1.1, and then probably a while more for RO and all the other mods to be updated for it, I've been mostly messing around in sandbox mode with RO. Lately, though, I've been missing playing in the Kerbol System (especially Minmus), but going back to it, it's just too dang small and easy! Plus, I really enjoy using real fuels and real engines a lot more than stock. So I was just wondering if any of you are playing RO using the Kerbol 6.4 or 10x system. Which scale do you use and why? Do you also use Outer Planets, and how do the textures look? Is it even compatible? The 10x thread says yes, but the 64K thread makes no mention of OP. I know, I could just set it all up and try it out, but an RO install can be time consuming to set up and get working properly, so I'm hoping for a little input before I set it all up. Thanks!
  6. I haven't played KSP in a long time(since 0.25), mostly due to RAM issues and so on. Recently I made a modded install that's fully functional and doesn't crash(albeit without some of my preferred mods). Anyway I started a new Science-only game in 64K and this thread follows the progress of it. I will be posting images as if these were real space missions. That means no exterior views unless I'm on EVA with a Kerbal or on the ground on Kerbin(there might be photographers, who knows). I will add additional images of the craft from the VAB and occasionally images from KSP TOT or the map view showing mission plans/trajectories/important encounters. I also use Mechjeb autopilot for launching precisely as I find this much more realistic and enjoyable. Sometimes for non-atmospheric landings I'll use the landing autopilot. Docking and maneuvers I fly myself. I'm not using any visual mods due to RAM restrictions(I only have 4GB in my PC, might expand that within the next couple of months. I tried Scatterer which is beautiful and it worked fine until 2 days ago when it suddenly started lagging the game EXTREMELY for no apparent reason. Missions: Explorer I: First image transmitted from Low Kerbin Orbit using a Kesselblad-500 camera. Explorer II: First image of Kerbin from a "High" elliptical orbit. FarSide-I: FarSide-I ready to launch atop a Napir-IILB rocket. We have lift-off! Night launches are so mesmerizing. Launch success. I love fine-tuning the MechJeb ascent guidance to get me up there as efficiently as possible. Transfer burn and encounter. Note to self: Eject payload radially from the orbit stage as they might crash otherwise. had a very near-miss with the spent stage due to bad planning. Approaching the Mun. The Kesselblad 500 is turning out to be quite a workhorse. Great image of the FarSide of the Mun with Kerbin silhouetted in the background. Gratuitous close-encounter with Minmus on the way out. Seriously, I didn't plan this. I wanted to get some extra science from outside the Kerbin system but unfortunately my technology and antennae are not advanced enough to reach that far yet. Booster Development: Napir-I: 2-Stage SLV with 0.6mT payload to LKO. Napir-IILB: 2-Stage Liquid Fuel Boosted SLV with 1.6mT payload to LKO.
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