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KSP2 Release Notes
Everything posted by Jacke
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Besides the ones mentioned by @KerbalExplorer and @Tyko, there's a number of other Visual Enhancement mods in KSP. First starting point is the Community Mods and Plugins Library topic, which links to its Google docs spreadsheet with info on most of KSP mods. https://docs.google.com/spreadsheets/d/1SxrQS319Vup1NcE9ehrk5hHAtosynH9_O0Qqq4q3nfM/edit#gid=0 In that spreadsheet, click to sort it by Catagory and look at all the mods in the "Visual Enhancements" Catagory. Any that have released a version for KSP 1.4.0 through 1.4.4 should work in 1.4.5. (Some for 1.3.1 and earlier may work.) There's also a link for each mod to its topic here in the KSP forums, which is important for getting up-to-date info and assistance with the mods. I'll just name the mods and you can look them up in the spreadsheet for more info. There's also a number of other mods in the "Audio and Visual" Catagory. I'll mention some of them after the big visual ones. There's a lot of dependencies for some of the best mods here, so it's important that gets done correctly, either yourself in a manual install or using a mod enabler like CKAN (which also handles downloads and dependencies). Some of the mods can work together. Others form sets of alternatives that can only have one of them in use. There are a few dependencies that go one way or another; best example is some mods depend on TextureReplacer (TR) and others depend on a remake of it called TextureReplacerReplacer (TRR), so you have keep that in the back of your mind. MAJOR VISUAL There's a couple of framework mods that form the basis for a lot of the improvements. They are the important ones that need to be up to date, often needing exact KSP version matching. Biggest is Environmental VIsual Enhancements (EVE). EVE needs a set of configs to work. To not cause problems, EVE has to have just *ONE* set of configs installed. EVE has its own default set of configs (put in a directory called BoulderCo) but it is normally not used. There are many mods that offer EVE configs. Install only *ONE* of them (and that includes NOT installing the BoulderCo default configs if you use another set of configs). Roughly from highest quality and highest computer load to lowest they are in this order (with #1 through #3 being very close together): 1. Astronomer's Visual Pack 2. Spectra (uses TRR) 3. Stock Visual Enhancements 4. Sci-Fi Visual Enhancements 5. Para-Sci High-Performance Atmosphere Pack (last released for KSP 1.2 so may have issues in 1.4.5) 6. EVE default configs in BoulderCo directory Again, install only *ONE* of these. Most of these also have detailed install instructions, as they often have different sized textures and also mod some of the others mods, like Scatterer and the other 3 mentioned with it below. If you use the Outer Planets Mod (needs Kopernicus, see below), there's Pood's OPM-VO to improve their look that can be added in as well. Other mods that can be used with EVE and a config mod to improve things further. Add any number of them. Distant Object Enhancement KS3P PlanetShine (needs TRR but its KSP 1.2 version uses TR) Scatterer The other common framework mod is Kopernicus. It is the guts behind Stock Visual Terrain which improves the look of the surface of the object, planet or moon, that is in play. As @Tyko mentioned, another common change is replacing the skybox, the space background of the whole game. That can be done in a number of ways, including using Pood's Skyboxes, which uses Sigma-88's SIgma Replacements: Skybox as its framework. OTHER VISUAL AND AUDIO There's a lot of others in the Catagories "Visual Enhancements" and "Audio and Video". Here's a few of the best. Ambient Light Adjustment (for KSP 1.3 but still works) to adjust overall scene brightness Audio Muffler Redux Chatterer (not Chatterer Extended or Chatterer+) for shear sound immersion Destruction Effects Engine Lighting RealPlume Stock (configs for stock rocket engines used by the SmokeScreen plugin and RealPlume from the Realism Overhaul (RO) mod set) Reentry Particle Effect ShipEffects Continued Vapor Vent
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Ah, Val survived. Hopefully Bill's okay inside the cabin. Good reminder that craft need to be tested in the full range of operational conditions. A common mistake, one I've committed meself. Also I believe the MiG-21 couldn't burn the last 20% or so of its fuel because movement of its centre-of-mass cause it to become too unstable. Of course. Wondering if you're going to send out a flying boat as I'm assuming it's too far for Val and Bill to swim to shore. More adventures.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Jacke replied to Dunbaratu's topic in KSP1 Mod Releases
What's the name of this replacement mod? Do you have a link to its forum topic? I see no mention of it in the Trajectories topic. Last action I've found is @PiezPiedPy's recompile of Trajectories for KSP 1.4.3, which is said to still work in 1.4.5.- 1,364 replies
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Holy Frak! I see a Kerbal floating in the water? Did both Val and Bill survive? ...as they say in World of Warships when someone sinks 5 ships... (And I've run out of likes again!) Any idea what happened? A catastrophic failure of hydrodynamic resistance from Kerbin's oceans? Or did it just bounce? And the ferry said... I guess I spoke too soon about not having to worry about aggressive fauna in Kerbin's oceans. I wonder how common this is? I wonder if this is some sort of variant of the bug that @whale_2's WorldStabilizer works around? That bug comes from the onset of physics and problems in the current KSP. I wonder if something like that could happen to water vessels during play? Another variant came to me that you might want to entertain. 3. A two-stage super-rover. The first an amphibian that travels from KSC to the crossing and crosses the ocean. Then it separates a smaller faster rover that travels across the desert to the Temple. I don't think you want to consider travelling all the way by land, as I think that would make the journey as long as Pole2Pole. And over much rougher terrain.
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Saw your slightly later post in the RO topic and answered there.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Jacke replied to Theysen's topic in KSP1 Mod Releases
Not sure how to do it if you got KSP from the Squad store. But in Steam you look under Betas and they offer many KSP versions: 1.0.5, 1.1.3, 1.2.2, 1.3.1, and all from 1.4.1 to 1.4.4. So you can select 1.3.1, let Steam download, then copy out of the Steam install directory (usually "<Steam root>/SteamApps/common/Kerbal Space Program/") to one you maintain (I use "C:/Prog/KSP/v1.3.1" for a pristine copy and "C:/Prog/KSP/v1.3.1+mods/" for the modded install where I ran KSP 1.3.1).- 2,216 replies
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Thought so. The Advanced Grabbing Unit (AGU). AKA The Claw. That is cool. I'd still use TAC Fuel Balancer, as it is the best one I've found for managing transfers between lots of resource pools on a spacecraft. TAC Fuel Balancer has an on-going balance function, but I never used that. Just found it helpful back when playing BTSM when my spacecraft could have lots of batteries and when I had to drain a lower spacecraft stage I was about to drop. Guess you really do need a bigger boat. My estimate is you're going to have to refuel at least 3 or 4 times total for the whole journey out. Good thing needing a bigger boat isn't because of some hostile fauna.... Or Kerbin could have weather. Rounding the south cape, it could have gotten tense....
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The "You know you're playing a lot of KSP when..." thread
Jacke replied to Phenom Anon X's topic in KSP1 Discussion
When you see "2001: A Space Odyssey" on the IMAX screen for your birthday. And then again a few days later. And that you have to get back to playing KSP. Again. When Steam says you've played 562 hours of KSP. And soon after starting playing KSP years ago, you switched to copying the install to another directory and launching the KSP program directly. Which isn't recorded by Steam. When you use all 3 engineering mods. Because you like KER in the VAB, VOID for its heads-up displays, and MechJeb in flight (but also sometimes in the VAB) because of its very flexible and multiple info windows. And you have sympathy for @HarvesteR. Because whatever he did or didn't do, Kerbals were his baby. And he's not been on the forums since May, 2016. -
But don't you have a web browser on your gaming computer? You can't just load the Google docs page in the browser and, well, browse it? It's what I do. I don't download the sheet.
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Whoa, a jet-powered ferry. Cool! I think you need a bigger boat. Of course, all the refueling is going to make this a much more interesting story. How did you dock the jet to the ferry to transfer fuel? And I know you pride yourself on doing this all stock, but in your shoes I'd use TAC Fuel Balancer to do the transfer. And here's another couple of crazy ideas. In case you think things are getting too routine. 1. Design a VTOL jet that lands on the ferry to refuel it. 2. Plan a second run once you're done this one, with the ferry taking the rover from KSC to the shore just south of the Temple. I can just see it! @Triop braving the High Seas of Kerbin! Navigating out of sight of land! No rhumb lines for you, Great Circle navigation! The crew getting peckish and taking long side looks at Bill Kerman.
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Oh, I do understand the limitations on a business computer. It's just that I always want an office suite on my computers just for gaming and Libre Office, being free and completely cross-platform, fits the bill. Most games I end up taking notes in plain text. But for the really complex ones I make more complex notes and tables and a spreadsheet is ideal for that. Sometimes I even get to using the calculating functions of the spreadsheet. I do work to keep down my game admin so not to cut too much into my game playing. But a bit of admin does help, especially in the complex games.
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I know. I was watching the Space Race at the time. So that means some rover gear should be in Tier 6, where there is the equivalent of the Apollo Command Module and Lunar Module. Perhaps in Advanced Exploration. Of course, it would help if you could train Engineers to fix rover wheels on Kerbin, similar to history. And not have to send them outside of Kerbin SOI as well as get experience with respect to Kerbin, Mun, and Minmus, as it is now.
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Oh, come off it! Just look at the rover wheels. The first teeny ones at tech tier 5, then finally a decent wheel at tier 7, and the last 2 at tier 8. Same tier 7 node also contains the External Command Seat and the Rovemate probe. Why not even one wheel lower down, better at Start? Where the External Command Seat should be too.
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Hmmm. So, no one thought that because male mosquitoes survive on nectar, they probably suck it too? Anyhoo, I started playing KSP back in version 0.23. Sandbox was way confusing, lots of parts. Career less so, but I still didn't quite get it. Looked up some player-made tutorials and videos. First suggestion was to launch a Mk1 pod by itself onto the pod and have Jeb EVA onto the pad and get science. That was just wrong. That it is still the same now, in KSP 1.4.5 (and likely 1.5), is worse. I was born before Yuri Gagarin flew. I grew up watching the Space Race. I bought Liftoff! when it came out. And BARIS. And BASPM. All flawed but all enjoyable to a degree. KSP is and always will be a toy space program. But it should be better than it is now. Squad and all of us want KSP to be successful, because that's the only path that can lead to a better KSP. That means it needs to both attract and hold new players and old. It needs to be like P.T. Barnum's Three-Ring Circus. Each part needs to be approachable and entertaining. And there has to be more things to do. In stock And that also means in a better career than we have now. Right now I'm following @Triop, who just finished a stock Pole2Pole mission. He's now working on driving from KSC to the Temple with the help of a ferry across the ocean gap. Triop plays sandbox. But it and other mission reports and challenges show players are interested in a lot of the things possible in KSP. That some of those aren't even possible in any way until halfway to later in career is wrong. Like @5thHorseman, @klgraham1013, @Wjolcz, and others have noted, there's a lot of issues with the parts as they are in the stock tech tree. There's also issues with the various costs and parameters (fins that cost more than rocket engines, etc.). Some of that is being addressed. But there's definitely a problem with sequence of play that will happen in any stock career. Just reading the various comments in this thread on what comes where is damning. Change is always going to have some for and some against, some extremely so on both ends. Anyone who's followed the comments in KSP Weeky on the new model redesigns coming in KSP 1.5 will see that. But Squad has decided they need to do some change there for KSP's benefit. I think the same can be said for stock career and its progression. Again, like 5thHorseman, I've looked at changing the tech tree as part of making a new career mod. It's possible now without code, just scripting. But as he mentioned, it's bloody complex. I've already come to the conclusion that for a new career mod, it shouldn't change the layout of the tech tree. All the nodes should stay the same, as changing the layout of the stock tech tree is a complexity that doesn't add anything. I think there's more than enough nodes. What needs to be done is to move parts. And some should be moved into the Start node. That career can't start as real-world rocketry did, with uncrewed probes, is just wrong. The other major change that I think should be done is to move away from tech tree progression based upon Science. Contracts have been in the game since KSP 0.25. They are a superior method for giving direction and unlocking parts and tech nodes. Doing particular science should be a goal of contracts and the Science accumulated and act like another sort of Reputation. Stock career and its tech tree and progression isn't the only long-standing issue that really needs some Squad love. But it's a major one.
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One adventure ends, another begins. Curious about the rover. And here's some light entertainment music, the first in reference to the challenge, the second prompted by your icon comment, @Triop. Neither are prescriptive, just entertaining.
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That was likely Editor Extensions. Part Wizard can help if you need to break or remake symmetry.
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In 24 to 48 hours, I think. And that's in adults who have a full size body with many features designed to turn the external concentration of oxygen into just a trickle going to the cells. Like all that dead skin on our surface. I know that 1-bar pure oxygen on newborns will destroy some structures like their visual system well before that. Without a small amount of carbon dioxide, people can pass out as the level of carbon dioxide in the blood is the primary respiratory control. I think spacecraft breathing circuits handle this by always having a degree of rebreathing and adjustment of the carbon dioxide by the scrubbers to keep it low but present.
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It is more complex than this, as many organs have detailed internal structure than expands their function at better than just the square of the linear size. Lungs contain structures like mammals' alveoli coated with surfactants, most gut absorption takes place in the small intestine which is long and has villi, and kidneys contain nephrons.
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I don't use Google docs, but you should be able to read it in your browser without issue. And here is free office software that is cross-platform. I use Libre Office exclusively. https://www.libreoffice.org/
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I guess this means that this is THE THREAD THAT WOULD NOT DIE. Which kind of goes with the green colour and all. And though 5 years is a bit long, it's within the usual range for directly connecting sequels. But as with all sequels, problem is the best stuff has already been done. Two of them were the first two replies. I've not seen either version of "Solaris". Think I perhaps should. Unfortunately, all I'm thinking of is the worst episode of Doctor Who (and that's got some serious competition). I mean, really, people have no proper concept of scale. At the size of planets, things get squished and that's about it. http://tardis.wikia.com/wiki/Kill_the_Moon_(TV_story)
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[1.4.1] ScrapYard - The Common Part Inventory - 1.1.0.107 (2018-03-18)
Jacke replied to magico13's topic in KSP1 Mod Releases
Perhaps you could provide log files for both the runs in which there's a failure and one in which it works after removing said toolbar mod, that removal being the only change. I'm assuming you mean this mod, which means @linuxgurugamer should be told about it too. And I'd imagine he'd like log files too. -
I'd forgotten about it and had to search. It's one of @magico13's Modlets:
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jacke replied to sarbian's topic in KSP1 Mod Releases
I just posted a reply in the CC topic to what I think it might be.