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KSP2 Release Notes
Everything posted by RayneCloud
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HavesteR shares his thoughts on recent KSP2 news
RayneCloud replied to moeggz's topic in KSP2 Discussion
I do miss that man. Good interview. -
Can we please get an update as to what’s going on?
RayneCloud replied to HammerTyme's topic in KSP2 Discussion
10+ years in communication, and community development and I am utterly (and finally) disgusted by the disgraceful way this is all being handled. I don't blame anyone at IG though, this is all T2 and PD, and all of their corpo nonsense word salad nothing burgers and their "no comments". No doubt, NDA's have been forced and people are being told they're not allowed to speak on things. -
Rayne's World - KSP1 Remaster Mod List
RayneCloud replied to RayneCloud's topic in KSP1 Mods Discussions
Make sure CKAN is set to show mods from 1.10.x forward as Compatible, Settings > Compatible Game Versions > Check 1.10, 1.11. and 1.12. -
Rayne's World - KSP1 Remaster Mod List
RayneCloud replied to RayneCloud's topic in KSP1 Mods Discussions
Interesting, I can totally see using the Mk1 Cabin Hatch. With the other two, I can see adding some ore storage to the ISRU but not so much the xenon production. The reason being for the second one, is that I think (I need to go play with it again to test) Space Dust, one of the mods in the Nertea suite, should allow that harvesting via atmo harvesting. Thanks for suggestions (I'll update the OP later today) and welcome back. <3 -
Rayne's World - KSP1 Remaster Mod List
RayneCloud replied to RayneCloud's topic in KSP1 Mods Discussions
Hey, I'm with ya! 100% lol. I'm the one that started playing Fallout 4 on Survival Mode and then went.. "How can I make this HARDER? OH I KNOW!!" (2-3 shot TTK, tarkov style limb damage, bleeding, and medical gameplay oh and advanced needs like showering and stuff... That will be FUN.. Right? Right...) xD -
Rayne's World - KSP1 Remaster Mod List
RayneCloud replied to RayneCloud's topic in KSP1 Mods Discussions
So, in terms of Life Support mods.. I rank them like this.. * Easy - Snacks * Medium - USI LS with MKS/OKS * Hard - TAC-LS * Very Hard - Kerbalism I tend not to recommend people to Kerbalism as a starting point for Life Support mods and for supporting Colony Gameplay. as it might as well be a total conversion and overhaul of the game in multiple areas that I don't think the average player coming in to modding and entering in to the LS gameplay space is ready for. I stick with TAC-LS as it has a lot of compat with a lot of the part packs I use to make colonies with such as KPBS/SSPER/PET etc. That being said, I fully agree and recommend SOCK, PET, Hab Tech 2, from Benjee. -
Rayne's World - KSP1 Remaster Mod List
RayneCloud replied to RayneCloud's topic in KSP1 Mods Discussions
A lot of the parts packs listed have support for this. For example, Stock alike Station Parts Redux has full support and compat with TAC-LS. There's a greenhouse and aquaponics lab in these for example, If you pick up PET (Planetside Exploration Technologies) it also supports TAC-LS, as well as Kerbal Planetary Base Systems. -
[WIP][1.12.3] The Twelve Colonies of Kerbol (TCoK)
RayneCloud replied to RayneCloud's topic in KSP1 Mod Development
TCoK Development Update: Version 0.0.1.0 Pre Alpha Status: Early Pre Production and Planning / Early Pre-Alpha Testing Hey all, so, yes I've necro'ed the crap out of this thread and it has been a LONG time... but, I had job prospects call through, and a bunch of IRL stuff, and given the current situation with KSP2...... Well, let's just say I got a bee in my bonnet to start working on something that I had a lot of fun with again. So, here we are. First Things First I fully intend to keep to the original idea of the pack as outlined here: Though, I am making some changes. Pack 1: Stars with in 5 to 10 Kerbal Light Years (1/100th Light Year Scaling) Pack 2: Stars with in 10 to 15 Kerbal Light years Pack 3: Stars with in 15 to 20 Kerbal Light Years Pack 4: Multi Star System at 25 Kerbal Light Years The big questions I have here, 1. To much? Even with it being modular? 2. Does it come off like Quantity over Quality? I want each system to be worth exploring. 3. Given the FTL and Interstellar Mods we have, are the distances to far / too hard to achieve? 4. What would you want to see from each system given the goal of "Progression"? 5. Is there a quality standard you're expecting given GU/KSS2/OPM/Kcal/ other high quality planet mod packs? Such as EVE, Scatterer, compliance? 6. Are there any other options like HomeSwitch or Wormholes that you'd want to be in the packs or at least be optional? For some possible questions I might get, 1. Yes I am actively working on this again and I do "intend" to finish it, but we all know how life goes. 2. I intend to get the first pack done with in the next few months (I'll be moving at a pretty slow pace.) 3. Yes I am still working with a lot of proc gen (but still intending to go in after the fact and make changes personally.)(No this doesn't mean I'm just using stuff from ID) 4. I have lost all of my original work as detailed in the earlier parts of this thread, which was another reason for me not returning until now, I have start over. Though, with what I learned during the first attempt at this, I think I'll be doing a better job moving forward.- 32 replies
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[WIP][1.12.3] The Twelve Colonies of Kerbol (TCoK)
RayneCloud replied to RayneCloud's topic in KSP1 Mod Development
Well, looks like I might be back to working on this. Stay tuned for more.- 32 replies
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Instead of Elon Musk (horrible idea) How about Dean Hall?
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
So, if you are all interested in a lot of the back end systems in KSP (scaled space vs local space, PQS, floating origin, floating velocity reference frame, quaternion3d and vector3d doubles,. etc...) I would like to point you to Harv and Mu's Unite talk that took place 10 years ago on Sep 20th of 2013. KSP 1 was not, easy. It took years. KSP 2, would have also taken years, and Juno New Origins has taken years, so has every other major space flight game with any level of simulation. Turns out that not on is "space hard" but making space... is also hard. -
Instead of Elon Musk (horrible idea) How about Dean Hall?
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
I'd also throw out this one - https://store.steampowered.com/app/1069190/Flight_Of_Nova/ -
Rayne's World - KSP1 Remaster Mod List
RayneCloud replied to RayneCloud's topic in KSP1 Mods Discussions
Added some more mods. @Kerbart - Added your suggestion as an alternate. @Fizzlebop Smith - Added Waypoint Manager as a recommended mod. @FleshJeb - Added in Janitors Closet as a recommended mod. Gonna keep the automation out, as it's not for me, but others can toss that in if they want. -
Rayne's World - KSP1 Remaster Mod List
RayneCloud replied to RayneCloud's topic in KSP1 Mods Discussions
Thoughts on the list so far? Anything you'd recommend or that I missed? -
Instead of Elon Musk (horrible idea) How about Dean Hall?
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
Thanks for the kind words @FleshJeb and @Cryptobux, glad you agree. Also, yeah, the body is "still warm" so to speak... but this might have some real "Hope" to it... yeah? Also as promised - For @cocoscacao and @Fizzlebop Smith here ya go. -
Rayne's World - KSP1 Remaster Mod List
RayneCloud replied to RayneCloud's topic in KSP1 Mods Discussions
How about some places to go and things to do? Exploration and Gameplay Mods * Outer Planets Mod - Next to GU, one of the single best Planet Mods for KSP, fleshing out the Kerbolar System and giving you things to strive for well before you go interstellar. * Speaking of Interstellar - I would recommend GU (Galaxies Unbound) but I don't know if it's supported currently or available since I think @StarCrusher96 is fully invested in KSS2. So instead, I'll recommend Kcallbeloh for now. * Oh, if I could, and I think there's a way to get it working, GPP Secondary, Grannus Expansion Pack with OPM and Kcallbeloh would be a wonderful set of mods to add exploration to your load order. This turns Kerbol in to a trinary star system and adds that interstellar exploration that we were promised in KSP2. * TAC-LS - For me, the best Life Support Mod out there. * Sandcastle - Base Building Yo. Tho, I have another set of mods that I think I prefer using for that. * Simple Construction / Not So SimpleConstruction / Keridian Dynamics - I think this is probably the best full suite set upt for building colonies and bases. * Stockalike Mining Extension - Parts mod, sure, but adds a lot to mining and resource gathering. I think that about covers it for me, for now at least, will no doubt make updates in the future. This is my prefeed personal best mod list to bring KSP 1 in to the future and make it everything KSP 2 was supposed to be and more. Going well beyond to the goal of something like this... (Note: I don't play with RSS/RO or other "Full Realism Mods" but this is the goal none the less. For @cocoscacao & @Fizzlebop Smith here ya go, my current load order as promised. -
Everything begins with Inspiration, that little spark that pushes you forward. For me, that's where I'd like to start with my load out, which I imagine isn't all that far off from everyone else's. The loadout that follows the KSP2 Road Map, attempts to "Remaster KSP1" and pushes KSP1 to it's limit and unlocks it's full potential. For me, that inspiration started with these two videos, With those videos out of the way, let's get started... (note: If I don't mention a requirement, just assume you should download the requirement...because it's a requirement, ) (Note 2: Please remember this is just my personal load out and recommendations, feel free to add others, suggest alternates, etc.) Formatting Guide Bold = In my Load Order Italics = Alternates and other suggestions that I am not currently using. First things First, a Solid Foundation is important to any mod load order and I am certain most of you know these, Foundational Mods (Should all be present on CKAN at last check.) * KSP Community Fixes - You all know this one, one of the single most important in our foundation in my opinion. Fixes, patches, Updates, etc * Docking Port Alignment Indicator - Situated in our foundation to make docking a better experience overall * Navball Docking Alignment Indicator - Alternate to DPAI * Trajectories - I would consider this one an "Optional" part of the Foundational mods, but if you want help with nailing that runway landing, or that Falcon landing, go here. * Kerbal Alarm Clock - Again, Optional, and not something I use since the default alarm clock in game works well enough for me. * BetterBurnTime - Does what it says on the tin and makes burn times better. Gives more info on burn timing. * BetterTimeWarpContinued - Grab this for the sweet sweet "lossless physis warp" Ya know, so you can burn during time warp. (Can be buggy and cause issues, make sure to read the mod page for instructions.) * Kerbal Engineer Redux - I mean, we all know this one, gotta have all that info. * Community Tech Tree - Gonna need this sitting in the foundation for when we add all our parts mods. * Toolbar - Toolbar button support for mods. * IndicatorLights & IndicatorLights Community Extensions - Something I like using to help with visibility. * Orbital Survey Plus - Vanilla+ Overhaul of orbital survey features. * SCANSAT - Use this if you want a much more intense overhaul to orbital survey. This is one of my all time faves, but I've moved to OSP lately. * Procedural Parts - Not something I've used personally and not currently in my load order, but I hear good things. * Procedural Fairings - Also not something I've had the need to use, but a good mod regardless and a suggestion. * Kerbal Joint Reinforcement - Not sure if Next or Continued, but this was recommended. * Precise Maneuver - Replaces and overhauls the Maneuver Node Planner. * Hide Empty Tech Tree Nodes - Does what it says. * Waypoint Manager - Not played with this one myself, but it is recommended for better navigation. * The Janitor's Closet - Helps with parts management in the VAB/SPH Now, we make KSP look Pretty, Visuals (Most of us know or use these) * Restock and Restock+ - Overhauls the vanilla parts sandbox and adds more parts. This is one of my personal faves that I don't play without. * EVE + Volumetric Clouds Version - We all know EVE, On the Clouds part, go to BlackRack's Patreon, It's worth it, trust me, support Blackrack. * Parallax & Parallax 2- Stock Planet Parallax and Parallax support for OPM is recommended. * Scatterer - Again, we all know this one, go support Blackrack. * TextureReplacer and Textures Unlimited - Kerbal customization and texture support. * PlanetShine - Get that pretty planet light bounce back. * Distant Object Enhancement - Gotta love seeing those pretty dots all the way out that way eh? * Waterfall / Waterfall Restock / Waterfall Restock Expansion / RSMP - THE PLUMES, OMG THE PLUMES. SO PRETTY. There are some issues here, but make sure to just install everything with CKAN, and I think RSMP comers bundled with the rest. * Pood's Milky Way Skybox - Personal recomendation. * TUFX / Shaddy / Shabby - I know next to nothing about these, and people seem to recommend them and I think they might be pre-reqs for things. * DE_IVAExtension + RasterPropMon - Gotta make those IVA's and Cockpits smexy. * FreeIVA - Not something I use, but highly recommended. * Re-Entry Particle Effects Renewed - Does what it is says, makes re-entry a lot cooler. Let's add some new parts, Parts Mods (Just my person list here, way to many to count.) * Stockalike Station Parts - One of the single best parts mods and a personal fave. Has the spinny bits we all like for making those deep space ships yeah? * Kerbal Planetary Base Systems - My personal fave for building bases on the surface. * The ENTIRE Nertea Suite - Yeah... all of it. Near Future Solar, Propulsion, Electrical, Space Craft, Construction, Kerbal Atomics, Cyrogenic Engines, Launch Vehicles, Cryo Tanks, Heat Control, System Heat, Far Future, Space Dust, System Heat, Mark IV SpacePlane I do mean all of it, the single greatest parts and gameplay suite and total overhaul of KSP of all time in my personal opinion. * Blueshift - If you want FTL and you want an actually "balanced" FTL mod that really makes you work for FTL? This is my suggestion. * Feline Utility Rovers - Cause, they're cute, and help with ground exploration. (There are some other neat rover mods as well, ASET Rover, Malemute Rover and Buffalo are some suggestions.) * KAS + KIS - Used to be absolute faves, not sure how they hold up now-a-days, but would highly recommend. * OPT Spaceplane - Highly recommend, but not currently using. * MK-33 - OP as all get out, but also awesome. * SPOCK and SOCK - For that Shuttle and Pathfinder goodness. Haven't used these in a bit tho, so, not sure how they're fairing. * Hullcam VDS - It's neat, suggest giving it a looksee. * SpaceY Heavy Lifters & SpaceY Expanded- Not sure if this is needed, but it is a cool alternative to really large lifters. * Kerbal GPS - One of my old faves, not sure how this works with Waypoint Manager but gonna add it in here as something I recommend. Any other suggestions are most welcome.
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Instead of Elon Musk (horrible idea) How about Dean Hall?
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
Fair play! I'll toss up a full post with my load order. -
Instead of Elon Musk (horrible idea) How about Dean Hall?
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
I'll toss it at ya some time this weekend. -
Instead of Elon Musk (horrible idea) How about Dean Hall?
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
I would really suggest giving Juno New Origins a try, but outside that, I have a KSP1 mod list I could share if you want any advice on a mod build? -
A Farewell to the KSP2 Modding Community
RayneCloud replied to ShadowDev's topic in KSP2 Mod Discussions
How would it fill take 2's pockets? This seems like punishing the people that are still playing KSP2 Shadow, and there are at least, some. -
So, just putting this out there.. This is Dean, saying that Rocketwerkz has been working on a "Space Program Game" and actively reaching out to former IG peeps. (I think you all should reach out to him, former IG peeps.) Dean has also stated before, (if someone else can find it, I'm having trouble finding it, heard it was on reddit) that Rocketwerkz tried to get the contract for KSP2. Not that I am saying that T2 would sell the franchise off to Rocketwerkz, I doubt they'll do anything other than sit on the franchise and let it rot... but with Juno in really good shape, KSp1 doing really well with mods and well even KSp2 as it is right now being a somewhat playable-ish, game, something else coming out from Rocketwerkz could really give this community a new home to look forward to. Thoughts Kerbal Fam? Oh, https://rocketwerkz.com/ - their website if you don't yet know who dean hall and RocketWerkz is (Stationeers, Icarus, Art Of the Real, etc)
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How can TakeTwo justify layoffs with this revenue ?
RayneCloud replied to DanW's topic in KSP2 Discussion
Greed -
My Patience has run out, now I am just disgusted.
RayneCloud replied to RayneCloud's topic in KSP2 Discussion
There we go everyone, it's over. https://youtu.be/hH2WjcoHI9g?si=ONu13AxQkcSLTHKR