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Everything posted by Enceos
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There is a streamer who plays only stock. No mods ever. I just love watching him do magic https://www.twitch.tv/ej_sa
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That's hardcore Utility mods don't modify saves, you can use them anytime. Gameplay mods are a different story.
- 540 replies
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Good to know. But SCANSat, USI Kolonization, USI Life Support leave too much redundant data in the savefiles and can as well corrupt them. You can tell by the file size difference.
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@DMagic lovely! Are the scaled textures generated on the fly or during the game loading? Does the game lag a bit when switching textures? And yeah, I'm with you that bump map should be turned off untill the original high res texture is revealed. I agree with @CaptRobau, 64x32 texture size hides the details beautifully while giving the idea of the planet's color. This was one the first images of Mars from Earth.
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@Venusgate Poor Aldmin Kerman. We'll need to place a flag in his memory. And I have a problem with your save. You were running too many mods, one of those broke the game. I can load the save, but it glitches out when I select the sation. The "Terminate" and "Fly" buttons are incative and the info buttons are missing. You'll need to rerun the mission without mods. Utility mods like Engineer, Mechjeb, Precise Node etc are good. Kerbal Konstructs, Colonization, SCANsat are gamebreaking.
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Okay, maaan that was hard. Took me 4 hours to reorganize everything. Glad KIS has the "Redock Vessel" feature. But the biggest hassle were the clawed sections which clipped into the small asteroid. They jumped away as soon as I unclawed them and I had to chase them with a tug. Station in its newfound glory: Most modules are intact, I've been redocking and reclawing everything. Moved some docking ports around. There were three tugs, I scrapped them all and made a big one. The big pendulum ( I love it) is our dock now. The small asteroid is now more like a balcony of the big castle. All cupolas were placed for better views. One faces Kerbin, from the second you can see incoming docking ships, the inclined third one oversees the construction of the Jool Express ship. Much space is open now and the progress on Jool Express is clearly visible: The save is ready for the next launch: https://www.dropbox.com/s/mitj13ohkgnasdb/KSS.sfs?dl=0
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Enceos replied to Syntax's topic in KSP1 Mod Releases
Actually it's quite easy. HyperEdit and Vessel Mover will allow you to place your kerbal anywhere in seconds, then Waypoint Manager can create a waypoint at your current position, you can copy its coordinates to your contracts' data. I just don't wanna spoil everything for myself, sorry- 48 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Enceos replied to nightingale's topic in KSP1 Mod Releases
A simple MM_ContractConfigurator.cfg file in your patches folder with the following code should do the trick: CC_EXPERIMENT_DEFINITIONS { name = WBIPathfinder EXPERIMENT { name = WBICoreSampleAnalysis ignored = true } EXPERIMENT { name = WBIBiomeAnalysis ignored = true } }- 470 replies
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Yeah, but to work in the game it will require an asset reloader (I don't know if it is possible at all to reload a single file instead of the whole database), because the game compiles a list of resources during the loading stage + the picture generating engine with a macros which follows the steps from your post. The asset reloader and the picture generator will be a major headache to implement, at least from scratch.
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@Venusgate Looks like it's a problem on your end. I loaded up the save and see horked connections only between claws and asteroids. My turn to take the save I'm going to perform a major maintenance mission to reorganize station sections on the new asteroid.
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@CaptRobau I love the idea. Mipmaps have always been there for us to exploit. We won't have to generate new textures, just find a way to hack the distance at which mipmaps fade in.
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I've been thinking on an algorhithm to implement that, but it turns out to be as code heavy as MechJeb.
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@DMagic @Wheffle By the looks of things it is best to expand the current features of the Research Bodies mod, the 3 step texture replacement fits perfectly into its current scope. I'm going to talk with the author to see if he agrees on expanding.
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Enceos replied to Syntax's topic in KSP1 Mod Releases
The Mun valley turned out to be a little off as well. It was exciting to visit a place which is below 0 altitude on the Mun, I've never been there. Some mods even glitched at this anomaly.- 48 replies
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Rendezvousing Help Needed.
Enceos replied to TheGuyNamedAlan's topic in KSP1 Gameplay Questions and Tutorials
@TheGuyNamedAlan Scott Manley is the best source for KSP Tutorials he has at least 5 videos covering your problem -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Enceos replied to nightingale's topic in KSP1 Mod Releases
Ok, deleted my comment. I thought this picture was asking for a BioDrill scan, But Pathfinder also has a core sample experiment, that confused me. Found it out only by inspecting the CONTRACTS node in my savegame. @Angel-125, maybe you should include a patch which disallows this experiment in contracts? And the Gold Digger Drill is not in the science category. (patches 4 posts above)- 470 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Enceos replied to Syntax's topic in KSP1 Mod Releases
Lovely idea for a contract pack! Installed right away. My game argues with the actual location of the K1 peak. This was as close as I could get to your marker: And the peak itself (104 meters from the marker). I had to cheat to get the contract done. Terrain detail - Default.- 48 replies
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@DMagic @Wheffle I also propose adding a midstep which supports telescope mods like Tarsier Space Technology, making photos with this mod would reveal a medium resolution texture on the planet, which can be done before sending a probe with a high res scanner. Tarsier ST already has hooks which Research Bodies uses to discover planets. Do we have a texture replacer code which does such things on the fly?
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I made it -3 for myself, and I like it :3
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As I understand you're proposing to hack and replace the scaled map of a planet with something of low resolution and replace it back after the probe scan? Right? This way it will respect the light from the sun (day/night shades).
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@Gordon Dry I came here from the Orbital Survey thread. You asked a question which you can answer yourself. Just backup your save and disable the Orbital Survey mod, then repeat your freezing steps.
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- m700 survey scanner
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@Wheffle I've been thinking about it. It would be strange to uncover a planet's detail procedurally when you can see it clearly in the flight view while orbiting. What do you think about obscuring the planet only in the map view and the tracking station until a probe with a scanner reaches the planet? Technically I see it this way, a probe should reach a planet, enter a low orbit around it and send back a kind of terrain data science experiment which instantly reveals the planet in map view and TS.
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Actually flags are good if they're different. I love round and hexagonal simple mission patches, take a look at the ones in my thread.
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Hi @Wheffle, we were discussing a certain feature in the SCANSat thread, do you think that's something possible to do?