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  2. Paadwyn

    [1.3] - Modular Kolonization System (MKS)

    So then it's best to have a large amount of storage or you will need to go back sooner to let it empty?
  3. voicey99

    [1.3] - Modular Kolonization System (MKS)

    Neither, but closest to 1. Catchup (vanilla mechanic btw) is processed in 6h chunks, so you'd need 12h worth of storage.
  4. Paadwyn

    [1.3] - Modular Kolonization System (MKS)

    Got question in relation to the Planetary Warehouse and the 'catch-up' algorithm. I know that if a USI container gets full, it will push half it's inventory to the planetary warehouse and then continue on, repeating this over and over. My question is, if I have a remote miner with storage (for example) 100 units. Once it gets full, it should push 50 units to the planetary warehouse. But, what if I left that guy alone for a year then came back to it? The way I figure, it's going to go one of two ways. For example if it mined 1000 units over that year. 1. The catchup will perform, filling the container up to 100, then dump half to the planetary warehouse. Anything mined past that point would be lost. Storage would only be at 50 units. 2. The catchup will perform, calculating how much would have been mined over that year and dump it all to the planetary warehouse minus 50 units (half the volume of the storage). Storage would be at 950 units. Just wondering which way this would go, I'm thinking #2, but I want to make sure before I build my fleet of miners.
  5. I was looking at the REKT mod, and thought that these things really should come with some basic solar panels. Is there a way to take an existing part, say the stock small solar panel, and inside the part definition of one of the escape pods, stick this other part on the side? Without going in, making new models, adding new textures and all that stuff. The part I want is already done. Sure, I could add them on, to the escape pod, but KSP has a big problem with more parts exponentially affecting performance, and there's not much that can be done to help, aside from reduce part count. Since ships getting up to a couple hundred parts start slowing things down a lot, and aren't uncommon (especially for something needing escape pods), I figured any way to minimize part count would be best. Going from 6 parts per pod to 3 can make a difference if you have 10 pods. Anyway, mostly curious on whether or not this is even possible without changing asset models and just editing cfg files.
  6. The_Cat_In_Space

    Is there a way to get KSP free legally or at least, really cheap?

    I'd advise to wait for a Steam sale or discount, don't do the risky option of downloading a pirated version (that's kinda illegal). Other than that there isn't any other way to get the game cheaply, let alone for free
  7. Heads up, there's a new version of Snacks on the way...
  8. I want to cull all of my mods and then reinstall only the ones I’m using in my ships. Is this possible without corrupting my saves and more importantly my craft files?
  9. So, I tricked KSP / RO by using this config (and only this) from RealPlume-Stock: GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg //Sounding Rocket Configs by forum user Drew Kerman // LF/O Engine @PART[SR_Aerospike]:FOR[zFinal] { %EFFECTS { Kerolox-Upper { MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 1 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 energy = 0.5 speed = 0.75 emissionMult = 0.35 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 2 randConeEmit { density = 1.0 0 density = 0.25 1 density = 0.06 1.4 density = 0 1.6 } logGrow { density = 1.0 1 density = 0.2 1 density = 0.1 7 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1 density = 0.46 1.3 density = 0.2 2 density = 0.1 4 density = 0.0 5 } linGrow { density = 1.0 -0.2 density = 0.25 0 density = 0.07 4 density = 0.035 12 density = 0.0 25 } speed { density = 1.0 5 density = 0.46 5 density = 0.2 5 density = 0.1 8 density = 0.05 8 density = 0.01 6 density = 0.0 4 } xyForce { density = 1 0.4 density = 0.25 0.6 density = 0.06 0.75 density = 0.01 0.85 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 10 density = 0.5 10 density = 0.2 12 density = 0.1 9 density = 0.07 7 density = 0.035 15 density = 0.01 15 density = 0.0 13 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 0.75 density = 0.3 0.75 density = 0.2 0.7 density = 0.07 0.65 density = 0.035 0.25 density = 0.0 0.2 } size { density = 1.0 1 density = 0.8 0.9 density = 0.2 0.85 density = 0.06 0.7 density = 0.01 0.6 density = 0.0 0.4 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.3 emissionMult = 0.35 name = plumeboundary modelName = RealPlume/Hoojiwana_FX/MPspike fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 5 randConeEmit { density = 1.0 0 density = 0.25 1 density = 0.06 1.7 density = 0 2 } grow { density = 1.0 -0.99 density = 0.8 0.0 density = 0.2 0 density = 0.1 0 density = 0 0 } xyForce { density = 1 0.05 density = 0.25 0.1 density = 0.06 0.45 density = 0.01 0.75 density = 0 1 } logGrow { density = 1.0 1 density = 0.2 2 density = 0.1 7 density = 0.0 10 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 3 density = 0.1 4 density = 0.0 6 } linGrow { density = 1.0 -5 density = 0.46 0.0 density = 0.2 3 density = 0.035 20 density = 0.0 25 } speed { density = 1.0 2 density = 0.25 2.5 density = 0.1 4 density = 0.05 4.5 density = 0.0 4 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.04 } emission { density = 1.0 2.0 density = 0.8 2 density = 0.5 3 density = 0.2 4 density = 0.1 4 density = 0.05 density = 0.01 6 density = 0.0 7 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.2 1.7 density = 0.05 1.6 density = 0.01 1 density = 0.0 0.4 } size { density = 1.0 1 density = 0.8 0.85 density = 0.2 0.8 density = 0.06 0.55 density = 0.0 0.4 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Upper } } // SRM-L @PART[SR_Rocket_35_02]:FOR[zFinal] { %EFFECTS { %Solid-Lower { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.25 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1.5 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-.05 fixedScale = .2 energy = 0.65 speed = 1.25 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.1 density = 0 1 } logGrow { density = 1.0 1 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0.5 density = 0.46 0.75 density = 0.2 1 density = 0.1 2 density = 0.0 3 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,2 fixedScale = 0.25 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 0.5 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 20 density = 0.1 25 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } } // SRM-S @PART[SR_Rocket_35_01]:FOR[zFinal] { %EFFECTS { %Solid-Upper { MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.05 fixedScale = 0.23 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.2 energy = 0.35 speed = 1.25 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.13 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 0.25 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 10 density = 0.1 15 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.1 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Upper } } // SRM-XL @PART[SR_Rocket_625_01]:FOR[zFinal] { %EFFECTS { %Solid-Lower { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.2 fixedScale = 0.4 name = flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1.5 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.1 fixedScale = .45 energy = 0.8 speed = 1.5 name = plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.1 density = 0 1 } logGrow { density = 1.0 1 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0.5 density = 0.46 0.75 density = 0.2 1 density = 0.1 2 density = 0.0 3 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,8 fixedScale = 0.35 name = smoke modelName = RealPlume/MP_Nazari_FX/smokebooster speed = 1.75 grow = 0.0 0 grow = 1.0 0.1 renderMode = "Billboard" collide = true physical = true collideRatio = 0 stickiness = 0.5 sizeClamp = 100 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 20 density = 0.1 25 density = 0.0 2 } logGrowScale { density = 1.0 2 density = 0.8 2.5 density = 0.46 3 density = 0.2 3 density = 0.1 3 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 3 density = 0.3 3 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.1 name = slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } } } }
  10. The parents didn't refused. I understand the thread became somewhat messy, but you allowed some details to pass through. The first offer conditioned it be be acceptable by his parents. Then, realizing that only relying on the kid ir would not be the best of the ideas, some other had offered themselves to be contacted directly by his/her parents. In a way or another, your worries were previously been addressed and acknowledged: SO… The only offers still around are the ones conditioned to being contacted by the kid's parents, in order to give a try on why this game is different, and why this could be indeed a good idea - allowing the kid to play with KSP as a learning tool. And since the Moderation already had manifested themselves on the subject, without locking up or addressing the behaviour above mentioned in a negative way - but enforcing the problems already mentioned, and that you repeated later: I think that it's more than reasonable to conclude that your objection was about the donation itself: And so my argument is that, YES, SOMETIMES IT`S REASONABLE TO REACH THE KID`S PARENTS in order to offer a educational toy that would be beneficial to him/her. To tell you the true, there're a lot of lobby where I live to do exactly that: promote kid's intelectual evolution by reaching their parents somehow and talk about. So, see. I'm not counter-argumenting the risks you propsed by a bunch of old farts reaching a kid offering "toys". I'm counter arguing that such risks were already been addressed, and now what remains to be (or not!) done is talking to the kid's parents. My original argument that you missed is that no, it's not always bad to give toys for free for some kids, and that reaching the parents can be a proper way to secure the proper permissions to do so. There're no guarantees, of course. The parents have the final word, and any insistence on the matter can be considered harassment - so yeah, proper cautions are due. But, and this is where I strongly disagree with you, this is not necessarily bad. It can be good - if done the right way. The links I suggested to support my argument is how we do things around here as an evidence that, yes, this can be done and this can be good.
  11. Cavscout74

    What did you do in KSP today?

    I got my career first Eve landers in place today. I also landed a small remote rover, but when I staged off the parachute tower, all 4 wheels exploded so it's not a rover any more. Eve can lander: And the Formalhauf lander: I also launched a new mining facility to Minmus. Community Tech Tree really messed up my plans - my normal mid-tech mining base has numerous parts not available now, so I had to build something new
  12. linuxgurugamer

    [1.7.x ~ 1.3.x] unBlur [ v0.4.0 @ 2019-05-17 ]

    Ok, I'll look into this later
  13. Some content has been removed. Let's try to keep things civil, please. Thank you.
  14. Which is better? I guess the real answer is it depends on the engine and fuel source. Engine: Nuclear thermal reactor. We are doing an open cycle nuclear reactor to heat the oncoming air coming into the intakes as propellant by running it over the reactor. No this would never see the light of day in real life, but this is the engine required to come to conclusions with this study. Plus this is the only known plane that can stay in the air until it's parts wear out (besides weak solar), since running out of fuel is not a concern. Fuel: Air. Gimballed nozzle vectoring analysis: Put them at rear corners of plane and you can use them to pitch, roll, and even yaw. Less nozzles required for maneuvring. The disadvantage is like all moving parts, it will need maintenance from routine movement and from all the air resistance pushing on them, especially when doing sharp turns. Fixed nozzle vectoring analysis: The advantage here is no moving parts on nozzles so less maintenence and more durability. The disadvantage is you need more nozzles on the ship, at different areas so the ship can thrust vector. So less maintenence but more nozzles and ways required to channel the air to the reactor. Assuming you built the nozzles into the body of the ship rather than have them stick out, you would get the added advantage of a more streamlined airplane, which means less air resistance than thrust vectoring gimballed nozzles provides. Which is better in this scenario to you? You can even cite your experiences in kerbal as a reason or guide.
  15. VictoryNeverFail

    The "Cheap Rocket" Challenge

    Jeb not using a parachute sounds about right, but you have completed the "Victory Appreciation" for you excellent achievement. Thanks for the design, it will really help with our... umm... budget problem... -Victory Kerman
  16. Gordon Dry

    [1.7.x ~ 1.3.x] unBlur [ v0.4.0 @ 2019-05-17 ]

    After reverting ToolbarController & ClickThroughBlocker problem is gone.
  17. I've released an update that fixes a few minor issues and tagged it as compatible with 1.7.*. The release can be grabbed from the usual place (https://github.com/Galileo88/Outer-Planets-Mod/releases/tag/2.2.3) and will be updated on CKAN in due course when the metadata gets re-parsed. Changelog: v2.2.3 Fixed Eeloo's normal map texture Corrected a localization string on one of Wal's biomes Bumped version file to give compatibility with KSP 1.7.* And with that, all issues listed on the Git repo have been resolved. THEREFORE, if anyone knows of any further or outstanding issues with the mod, please let me know by creating an issue on the Git repo: https://github.com/Galileo88/Outer-Planets-Mod/issues
  18. Oh boy. So, I (very) recently moved from the East Coast to the West Coast. My original plan was to simply load all of my stuff into my car (2002 Subaru Legacy) and start driving west, with a friend along to help share the load of dealing with how mind-numbingly boring Minnesota is. For the first 2 days, everything seemed to be going all right, but on the third day we ran into some snow in the Black Hills, had some hard driving, and had the brake light come on on the car's dashboard. Now, I didn't think anything of it at the time, assuming that the sensor that detected whether the parking brake was engaged was broken. However, as we drove across Wyoming, we noticed the brake pedal becoming increasingly spongy. When we finally pulled into Jackson, WY for the night, you needed to push the pedal nearly all the way down to get any meaningful deceleration. We decided to take it to a mechanic in the morning, get it fixed, and keep on driving. It wasn't fixable. Two mechanics and a lot of tense waiting later, we found out what had gone wrong. The right rear brake line had rusted through and was leaking brake fluid everywhere. Now, normally this wouldn't be so bad to fix, but on this particular car the right rear brake line ran above the gas tank. This was a problem because removing the gas tank would require taking apart most of the underside of the car, which wasn't possible due to the sheer amount of rust damage.The car was technically drivable, but it wasn't anything that either of us wanted to take on the highway. Thankfully, there's a U-Haul rental place in Jackson. We rented a truck and trailer and hauled the car (and my stuff) the rest of the way to Seattle, where I (very, very carefully) drove the car the 6 miles from the U-Haul dropoff point to the Airbnb in Redmond where I'm currently staying. So now I'm stuck here in Redmond without a working car, 2 miles one way from the city center (where all the grocery stores are), and in a neighborhood where the bus only runs once every hour. And I won't be getting a replacement for this car for 3 weeks, because of reasons. Yaaaaay.
  19. Hello everyone! I've searched the internet tirelessly and I've finally found the solution! Go to Program Files (x86) > Steam > common > Kerbal Space Program > GamaData > Trajectories > Plugin, and duplicate "Trajectories16.bin" and rename it to "Trajectories17.bin". What you're folder should look like: https://imgur.com/gallery/jdLNaxt Cheers! Rice
  20. Today
  21. Sure, it could be implemented... but, IMO, it takes a LOT of the fun out of the game. Where's the challenge in flying a grand tour when you can build magically create arbitrarily big ships at arbitrary locations? I mean, sure, it makes sense for a save where you're setting down massive amounts of infrastructure... but at that point you've already probably modded the game, and as mentioned above, there's a mod for this. Several, in fact. Also, it pushes suspension of disbelief a little too far. I let current stock ISRU slide because rocket fuel is, chemically speaking, not very complicated, but building a rocket is a whole nother story. You need lots of very precisely machined/fabricated parts, many of which cannot be built without lots of supporting infrastructure. Kerbals on Kerbin can built rockets because (in principle, at least) they have an entire planet's worth of supply line behind them. The same cannot be said for an automated lander on Duna. One of the nice things about KSP is, simplifications aside, how much it's based in real rocketry and real physics, but part manufacturing respects neither of these.
  22. IncongruousGoat

    How many Users do you Ignore?

    None. Honestly, I'd forgotten that it was even a feature.
  23. The Minmus Derp

    Ask the Mods questions about the Forums!

    Haha... moderators can sometimes be @Deddly Lazers to rulebreakers! Lol
  24. Cydonian Monk

    Chernobyl (HBO)

    Salyut 7 movie spoilerish: The paranoia was real.
  25. Found some more parts that does not seem to fit properly in tech tree. SIGINT parts from DMagic Orbital science apear too soon in tech tree, much sooner than most powerful stock RA-100 Antenna. While those parts serve as science part, their secondary role is over powered Relay in comparison to stock parts. Put one such part in geostationary orbit and your comm network is early covered for whole KSP universe. So, I moved those for my peronal purpose much higher in tech tree. Also note that there is 3 similar SIGINT parts: "dmSIGINT.Small", "dmSIGINT" and "dmSIGINT.End". Seems like "dmSIGINT.Small" was not covered at all in config files, so it apeared too soon in "miniaturization" tech tree node. To balance out changes I have also moved part "dmScope" (least powerful in terms of Science collection) to "miniaturization" node, it was just one tier less than before, but also that part should be available sooner than GORESAT (infrared scope). @PART[dmSIGINT.Small]:NEEDS[CommunityTechTree,DMagicOrbitalScience]:BEFORE[zzzUnKerballedStart] { @TechRequired = experimentalScience //@TechRequired = miniaturization // apear too soon } @PART[dmSIGINT.End]:NEEDS[CommunityTechTree,DMagicOrbitalScience]:BEFORE[zzzUnKerballedStart] { @TechRequired = longTermScienceTech //@TechRequired = advScienceTech // previous tech node } @PART[dmSIGINT]:NEEDS[CommunityTechTree,DMagicOrbitalScience]:BEFORE[zzzUnKerballedStart] { @TechRequired = longTermScienceTech //@TechRequired = advScienceTech // previous } @PART[dmscope]:NEEDS[CommunityTechTree,DMagicOrbitalScience]:BEFORE[zzzUnKerballedStart] { @TechRequired = miniaturization // tier 5 //@TechRequired = advExploration // previous tier 6 }
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