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Everything posted by Iforgotthis
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Is there any chance for someone else to pick it up? I really love these parts and it'd be great to see them finished. Either that, or is there a similar mod?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Iforgotthis replied to pingopete's topic in KSP1 Mod Development
Okay, thanks for all your help so far though! And thanks for the great mod too. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Iforgotthis replied to pingopete's topic in KSP1 Mod Development
I tried without texture replacer, it fixes kerbin but not the moons. Perhaps it's ATM aggressive, so I'll try with basic and see how it goes. And yeah... Shuttle missions are going to be a 2020's thing. I'll be lucky if I reach Mars by 2100. Another thing, my KSC is buried under the ground at the moment, how can I fix that? (Sorry for all the questions, especially if you're the wrong person to ask ) -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Iforgotthis replied to pingopete's topic in KSP1 Mod Development
No I removed the 7.2 first then swapped in the 6.2/3. I don't, it's a fresh install, and I don't think I will for a long time I've got a lot of rocket science to re-learn.... -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Iforgotthis replied to pingopete's topic in KSP1 Mod Development
List of mods: Toolbar Active Texture Management AIES Aerospace Advanced Jet Engine Boulder Co CustomBiomes DeadlyReentry DistantObject EnvironmentalVisualEnhancements FAR KerbalJointReinforcement KWRocketry Realchute RealFuels RealismOverhaul Realsolarsystem RemoteTech2 TextureReplacer Kerbal Alarm Clock TweakScale With only Active Texture Management, Boulder Co, EVE, and RSS (using the three links in your OP) Kerbin is fine but the two moons, which I now know are Gilly and Pol, still look like the images above. It turns out that the Earth problem was caused by TextureReplacer. I have no idea what is causing the problems with the two moons, so I don't know whether it is RSSVE or just RSS. I run windows 7. The ATM I use is agressive, if it adds anything. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Iforgotthis replied to pingopete's topic in KSP1 Mod Development
Whoops, sorry, still getting used to it all. It's only a sharedasset file, I'm sure others distribute them. There is one small thing, well it's a big thing and actually three things, but there's something wrong and I don't know what's causing it. I am 99% certain it is this mod though, unfortunately. Two moons are acting up and Kerbin is white from the tracking centre. I have no idea what is causing this, because it's only Kerbin and those two moons causing the problems. Everything else looks... amazing beyond recognition. I downloaded all the requirements in your OP, but it still comes out like this. Have I missed something? If you need anything please don't hesitate to ask, I'd really like this problem to be fixed. Thanks for your time! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Iforgotthis replied to RedAV8R's topic in KSP1 Mod Releases
Hi, I want to try real space travel (or as close as it can get) so I've downloaded the realism overhaul. Are the planet names meant to be the same? If they are, then is there a way to change them? Thank you for your time -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Iforgotthis replied to pingopete's topic in KSP1 Mod Development
Sorry, I've never used RSS before, but I'm trying now. I was wondering, does it do anything to Kerbol? Also, have you considered doing what Thesonicgalaxy has done with the flare? That looks beautiful and I think it would look great with this. This is really impressive either way, so well done and thank you -
Wow tg626, that's really impressive! My Duna ship is small in comparison, cosy almost . It carries six; the 1st Officer, the 2nd Officer, 1st Engineer, 2nd Engineer, 1st Scientist, and the 2nd Scientist. The 1st Officer and the 1st Scientist will be the two to go down in the lander, becoming the first kerbals on Duna It took three launches to get everything set up (one for the main ship, one for the lander, and one for the crew). I'm unsure whether there will be enough fuel to get home with, but we'll have to see. I've got 2000+ units of fuel left for establishing an orbit and returning to Kerbin, so hopefully it will be enough. If not, at least I'll have a Duna station...
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Thanks again everyone, lots of useful stuff. It appears there's a consensus that between 3-7 is a good range for a first Duna mission. Because it's a first mission, I'll be taking four. Two will remain on board the orbiter, and two will descend to the surface. Therefore nobody is left alone. Again, there's wide agreement that the nuclear engine is the best. I was thinking of using three, is that too many? I think in the scheme of things there will have to be at least two launches; one for the interplanetary ship and one for the crew. Maybe three, but most likely only two.
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That could be problematic... I don't know how I could overcome the zero gravity problem. The idea of the entire ship spinning through space is unnerving and an inconvenience. Any ideas?
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Thanks everyone! This has all been super helpful. I've decided to send 4 kerbals to address the isolation; 2 stay in orbit 2 go to the surface. As for a single launch or not, still undecided. Most likely a single launch but I'll see how it goes while I'm building it. I'll be using several nuclear engines The only problem left is the idea of extended zero gravity, so I'll have I use a centrifuge which requires a suspension of belief. I'll make sure to update this OP to show you the final thing
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After 515 hours on KSP, I am (shockingly) yet to send Kerbals beyond the Kerbin system. There's a Duna transfer window coming up, and I don't know what to do. I will be sending a variety of things, one of which will be a manned mission. I want it to be as realistic as possible though, so I have a couple of questions: 1.) If NASA sends man to Mars at some time in the future, do you think they will launch the entire ship from Earth in one rocket, or send up parts separately and dock them in orbit? 2.) Which engine is best for interplanetary travel? I've been hovering around the nuclear engine because I've heard it's quite good for long distance, but is there any that is better (I have KW Rocketry too)? 3.) How many Kerbals would be a reasonable number to send? I've been thinking three, but that seems monumentally too few for such an important mission. There's a mod part that is a 7 seated capsule which looks very interesting. Do you think 7 is too many for a first mission? It'd be great to hear your opinions. I know in KSP there's lots of free range to do whatever you want, but I quite like realism too, so if anyone knows realistic methods then that'd be great to hear about. Thanks for your time!
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[0.24.2] [32x] Super Eve Planet Pack 0.2
Iforgotthis replied to Cooly568's topic in KSP1 Mod Releases
Ahh! Exciting! The planet and its moons all look so good! -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Iforgotthis replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Would you consider this mod 'finished' yet, in the sense you have nothing more to add to it? It's improved KSP so much. If it isn't finished, any clues on what we can expect next? Already excited to hear of what you're working on now! -
[Airships in 1.12.3] HooliganLabs Mods
Iforgotthis replied to JewelShisen's topic in KSP1 Mod Releases
How deep do Kerbin's oceans go? Is there any way to go below 600m without imploding? -
[Airships in 1.12.3] HooliganLabs Mods
Iforgotthis replied to JewelShisen's topic in KSP1 Mod Releases
I think your submarine mod is really interesting, far more so than the aircraft parts. There is an abundance of aircraft parts, but only one (as far as I can tell) submarine mod. Even if it doesn't get the most votes on the poll, it'd be much appreciated if you could add a few more parts at some undetermined point in the future. Second: I haven't tested this yet, but what actually happens when you sink below 600m? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Iforgotthis replied to Porkjet's topic in KSP1 Mod Development
Firstly, I'd like to express my surprise that you managed to make downloading dirty. Secondly, might I ask how work on the habitat pack is going? I love it so much. -
This is so amazing my brain hurts. Perhaps that's exaggerating, but really, it's very impressive. This might not be entirely related to this, so apologies if it's not, but does anyone know of a half-decent warp drive mod? I'd use interstellar, but it would take forever to get to the warp drive and I don't intend on using any of the other parts. So a mod with just a warp drive in it would be cool. Anyone know of one? If there isn't... well I guess Jeb will be spending lots of time away from home Also, will this work with a previous savegame? Haven't downloaded this yet, but equally I'm really attach to my save.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Iforgotthis replied to Thesonicgalaxy's topic in KSP1 Mod Releases
I tried using the config file from 0.23.5, and with x32 0.24 that works fine. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Iforgotthis replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Is that what the whole problem is? What about the lack of atmosphere colour changes? EDIT: There is no other config file for your med. res mediafire link. I would try the dropbox link, but they don't work. I'll just use the one from 0.23.5 for now. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Iforgotthis replied to Thesonicgalaxy's topic in KSP1 Mod Releases
I'm having a problem with either BA or EVE. The sun flare works and is white from a distance, but the surface is yellow as is the flare up close. Kerbin no longer has that blue tint look. I have installed BA, so I don't know why it would still look like EVE clouds. All the files are there, as is that RSS.dll fix posted just above. From the surface the sky looks like how it should, not sure about the clouds though (clear skies over the KSC ). Anyone else have this problem? AM I just being stupid? It's only been like this since 0.24 and I'm using the x32 version (my computer wouldn't benefit from the x64 version).