Belthize
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I saw that but in the thread on it there's a note that some code changes in Kerbalism 3.15 broke it. I just went back and reread the thread and apparently there's an unofficial patch for it here https://github.com/ValentinBischof/KerbalismCompanionCalculator/pull/5 that makes it compatible again. I'll give it a try, thanks.
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90% of my Kerbal play time was way back pre 1.0 and up through 1.04, mostly playing things like Flowerchilds Better than Starting Manned. There were mods like ScanSat, Orbital Science and RemoteTech that were always staples of playthroughs and last time I was around MKS/USI. I moved on but I'd occasionally come back looking for similar playstyles but always with horrible timing when some new KSP release had just hit and the mod scene was in turmoil. I recently came back and after a few days of poking settled in on un-kerballed start (UKS), kerbalism science-only, MKS/USI-LS, and of course scansat, orbital science, remote tech, contract configuration and some others. It created the sort of coherent tactical + strategic career approach I wanted. So far I'm loving it. But I also decided to have a go at some of the new (at least to me) graphics mods that didn't' really exist back in the day. Blackracks volumetric clouds, scatterer, EVE, TUFX etc. Man what a difference. Kerbin has trees and weather and actual storms. I was waiting till dawn to launch a quick flight to knock out some science and satisfy some early flight contracts, break 2500m kind of things. I waited till dawn so I could have some supplemental solar power to support all the kerbalism science transmission. As soon as I took off a thunderstorm rolled in. It was amazing, thick clouds, rain, lightning, thunder etc. I quickly got turned around and started following the coast with a plan to land back at base and wait things out. Visibility was crap. It's actually better in the screenshot than it was in game. I couldn't really see until about 300m and that was too risky, didn't want to kill off Jeb. I decided to climb up above the storm to get a better look. No joy, solid cloud cover complete with an anvil cloud structure at the center of the storm. I flew around for a bit, I'd dip back down, try to navigate back to base and periodically climb back above the cloud layer to recharge batteries. Eventually there was a break in the clouds to the east and by the time I got there and turned back toward base it started to clear and I could easily make out the dirt strip. Managed to land without killing Jeb, finished the contract and got a bit of science done. 10 years ago I never would have dreamed KSP+mods would become what it has. As far as I'm concerned this is KSP's golden age, the game has stabilized, KSP2 is no longer a distraction and there are some amazing mods out there, some old, some new. Thank you for everyone out there that's written, tested or otherwise helped create all the mods past and present, and I guess thanks to Flowerchild wherever he ended up for turning me on to KSP. I first heard about KSP on his forum while testing early versions of his Better than Wolves minecraft mod.
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Hey that's great news. Quick question. I'm relatively early into a play through, further than I'd like to start over but not so far that I can't. Could I just uninstall the Kerbalism and old style Kerbalism-science only config mods and install this (kerbalismcore + kerbalism modular science) and continue on or does have to be a fresh install ? I'm currently playing with un-kerballed (UKS), MKS-USI, scansat and remotetech all of which are working fine, is this modular approach likely to be similarly compatible ? I sort of assume so. Thanks again for the work.
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I'm trying to figure out if I have a 'I don't know what I'm doing problem', a mod conflict problem or a 'yeah that's how it works' problem. I used to play a lot many years ago but it's admittedly been a while and things have changed I'm currently playing with Un-kerballed (UKS), kerbalism with the kerbalism-science only config, MKS/USI, scansat and remotetech. Everything seems to be working fine except for date transmission. I'm in early game, I put up 4 commsats at 500K with a single Communotron 16 plus the builtin antenna in the QBE. Everythings working fine. Currently one of the 4 (commsat 4) has a direct connection the ground station. For that commsat4 relay the kerbalism manager showsa data rate of 113KB/s and what I've concluded is a data rate of 22% (there's no units, just 22%) and the connection manager reports a signal strength of 78%. I can live with that data rate of 113KB.s, it's slow but it works. I have a polar orbit scansat with admittedly only a communotron 8 on it. It is using commsat 4 as a relay. The connection manager reports 53% strength from scansat to commsat4 and the same 78% strength from commsat4 to the ground station and now the data rate is 1.2KBs. Really getting hammered by the non-linear fall off in data rate with lower signal strength. So the more I've looked at it the more it seems what I should have done was put at least 2 and probably 3 or 4 communotrons on my scansats and at 2 or 3 on the probes. That would up the strength back to 100% and therefore the data rate. Does that sound about right ?
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It's the original Kerbalism + Kerbalism-Science only config. Not the one Twinki posted. I was expressing my support for the idea of a modular, non-config approach but I'm still using the original config only solution.
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In my game there are two icons that look like a heart beat monitor and then a little smaller icon above it. One of them is just a list of vessels and you can manage them from there. I thought they were both the same thing but one is the kerbalism science archive tool. Click it and it brings up a tool with all the possible science, what you've done and what you can do. It even tracks percent complete. On mine it's to the far right of the tools, right before the alarm clock. For ijnstance here's the status of the atmospheric scan on kerbin in my game so far (early yet), tool is 3rd from the right. https://imgur.com/zCyyHlw
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I recently came back to Kerbal and I'm playing a UKS+Kerbalism-science-only config coupled with USI-MKS/OKS. It's the best coupling of better science tree, more interesting science capture and long terms goals. The only thing I really miss is the old X!Science mod, specifically the aspect of the mod that would report what science has been performed of the available science. Did I ever do experiment X at location Y. I do like the idea of modularizing kerbalism so it's more of a mix and match. Whatever is done many thanks to you and anyone that continues to support these mods. Nevermind, I just found the kerbalism tool tip that shows all the science. I mistook the icon for something else.
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I haven't played in about 3 years and I haven't played seriously since way back with the Better Than Manned mod by flowerchild. Every so often I'd come back and look for a decent overhaul of the science tree from a progression perspective and ultimately end up in Kerbal release version vs mod version hell. Something would require something that was or wasn't updated with some recent release of kerbal. I'd poke at it for a while and ultimately wander off. I came back and poked around today but the landscape has changed so much in the past 3 -7 years. I really liked BTM because it gave purpose to building and unlocking tech unlike the stock game which was sort of gimmicky and repetitive. I also really like the idea behind things like MKS to give purpose to advancing and build remote bases (though last time I played MKS and stock were intersecting in new ways). So is there a mod or tightly knit series of mods (e.g. a modpack) that are stable and revisit the campaign form of the game that turns it into a difficult process of shepherding money, doing missions and advancing science in a meaningful way beyond driving around the space station in a space car with lots of weather instruments attached. Edit: Looks like Probes Before Crew is close to what I'm looking for. I think I ran into that last time I was around though it was very much in its infancy then.
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+1000 for moving this to Google Docs. Having maintained somewhat similar information in the past in a different venue it's the best solution given the tools. Way easier for you to maintain, gives the ability to delegate, heck eventually mod authors can update it themselves if you want, allows users to maintain their own copy if they want, vastly simpler to search and do cross cuts by version and type. I've been away for 15 months and the task of pouring through which mods I used to use have been replaced, updated etc versus 1.3.1, 1.4.1 and 1.4.2 had made me throw my hands up in disgust. I had actually discounted this thread because my memory of it's original form (as can be seen in the post above) was that it was ungainly and out of date, but I came back, saw the spread sheet form and immediately snagged a copy. So many thanks and good choice.
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Better Than Starting Manned Revival?
Belthize replied to rohanguard1's topic in KSP1 Mods Discussions
Other than a brief interlude about 15 months ago I pretty much stopped playing KSP when BTSM died with 1.05. I recognize some of the names here and the bit of thread archived above. I got a notice about 1.4.2 so I decided to pop in and give KSP another go. I knew BTSM was dead but started poking around for other mods which is how I ran across this thread. So +1 type <wave>. Unfortunately I only poke my head in when there's a new release which means it in an unsettled state w.r.t. mods. I strongly suspect I'll just wander off again and lose interest before things settle out. Stock KSP isn't really my cup of tea and the idea of grinding science by randomly driving around the parking lot just gives me chills. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Belthize replied to nightingale's topic in KSP1 Mod Releases
I'm seeing the same behavior with the 4 sat mission. It keeps resetting to two days. I have all 4 in a very stable orbit equi-distant from each other. It starts counting down but periodically resets to 2 days. I parked a plane by the hanger and sat in it and started time warping in the hopes that being landed would prevent any checks. Sadly no joy, it counted down to 1 hour left and I thought I was home free when it spontaneously reset to 2 days again. I eventually managed to get it to complete by just watching from orbit, hitting F5 then do a 100X warp for an hour, hit F5 and if the error ever triggered, just hit F9 and repeat that hour. It took quite a few reloads but it eventually completed without changing anything. The fact that it's not persistent from one quicksave restore to the next suggests some form of threading issue, variable initialization or precision error (round off) but that of course is not very helpful guessing and sadly I have no save/debug info. Since I'm here thanks Nightingale for all of your work, your mods make the game much more enjoyable.- 557 replies
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Belthize replied to nightingale's topic in KSP1 Mod Releases
Edit: NVM, I was being thick.